#More Tank Stats pls
1 messages · Page 1 of 1 (latest)
I completely agree. It would be nice to have stat sheets like this published for almost anything in the game and to show changes when they occur in updates.
yeah its very hard to figure out whats a feature and whats a bug now. Change logs should be more detailed in general too
Update
With the first Hotfix they actually published the SPA Stats, but for all the vehicles and recon armor you still can only guess or try to calculate it yourself
Yeah and the Armor website is...
KV2 is a heavy tank and it having less Hull health than a Panzer III doesn't feel right.
Assault guns being used as artillery pieces, AVRE having 600m, etc Yea the armor on my not artillery isn't right since it's actually a heavy assault gun. Who would have thought
It is totally unbalanced to give the Churchill heavy armor, then they should limit range or something
I mean, why even pick the AVRE when there was a Cromwell Tank with a howitzer like gun in WW2 which would make even more sense
If they pick the Sherman 105mm or Panzer III N with a 75mm than that should be the pick
Churchill AVRE is out of place
Not sure what you're talking about with Churchill having heavy armour, it's a heavy tank.
Other things you're noting have already been noted by T17 and recognised in their U19 patch notes from a very successful feedback post of mine that brought about those changes.
The only vehicle that's out of place is the Bishop as it's the only Artillery gun in the entire line up of 6 vehicles, but I digress I was simply making a point why the Panzer III has more hull health compared to that of the KV-2 and only 10 more hull health than the Bishop which again is the only artillery gun. All other vehicles are Assault guns./infantry support, these vehicles going forward will be changed stated again in the U19 update page.
Yeah Churchill AVRE is a heavy tank, but why if all the other tanks arent, not very balanced
Kv2 is a heavy assault gun 🤔
dont care, either make every tank medium or heavy
That's not how it works. Brummbar has 100mm armour, due to it's sloped it's around 125mm it's on a medium chassis Panzer 4 with heavy frontal armour. Not every vehicle needs to be the same otherwise it's copy pasta and very boring. As I noted they're going to be changing these vehicles as noted in U19 brief and noted something I pointed out the Churchill A.V.R.E will have a shorter range more explosive radius to balance it out but going forward they're not "SPA's"
Thats totally unbalanced than, if mediums cant penetrate some SPAs frontal armor
The hole Tank rework, which wanted to bring more balance, turns out to just do the opposite
It's not supposed to be, that's why it's Asymmetry gameplay. Different vehicles operate in different ways
idk about that, if they change something, fine we will see
But I have my doubts
What are the benefits of german armor now? Brummbär without a turret, Bazooka can pen every tank like the Panzerschreck does and every American Tank has higher turret turning speed
Only benefit left is the 5 more HE or something like that
That is the case, the problem is making those vehicles actually be defined to what they should be and having costs reflecting that vehicles operational capacity. A panther with higher mobility than any other heavy tank should cost more, it was done with the 75 jumbo in price reduction but nothing made it stand out from it's 76 so why use it.
75 should have had a faster rotate speed for it's turret ring as it's primary goal was infantry support or a Premium Medium and a stop gap to deal with Panzer IVs which US infantry before this terrible change of increasing pen on them. Only issue was this game didn't have a correct cooldown timer for vehicles nor costs adjusted to reflect this and so US had 2 heavies but in reality only one as no one used the other.
As for your point on the Brummbar it should have heavy armour on the front and have a faster chassis rotate speed with more health to the Tracks or as they call it ( Mobility health) compared to that of the other tanks to compensate for lack of turret, mean while the other vehicles should have reduced chassis rotation speed.
Black Matter didn't thought about such a tank variety, so I get that it is a bit complicated to add new things that fit.
But it just don't work. Before U18 with the old Tank Gameplay it was balanced, maybe "boring", but it was the safe way. To make sudden changes was risky but they did it. I like that the 76 has more AP than before and I like the increased turret speeds, but what have they thought with the different damage output?
Some things just don't really make sense to me. Now every Update or fix could again change more and I am losing interest in the game.
I think the SPA Tanks are cool, but why make them arty? for mobile Arty they should add mortars and the SPA tanks could just support with the direct fire
Black matter basically wanted to recreate Company of Heroes an RTS game into an FPS game, this is what we have, the problem is the execution wasn't well planned out, now T17 are jumping in on it and they've made mistakes and are showing they're learning as they go for some that's debateable but from my initial post on here to push for change they have taken it on board and even noted it in their patch notes.
Those vehicles are not SPA, they're Assault guns and infantry support guns, this is something we pushed for change and that change will come, we simply have to wait as the time they had us testing these vehicles to give feedback they didn't have enough time as it was already too late and it was in the pipeline to be released leaving them no choice but to release in this iteration. So for now these vehicles don't have character and simply put in limbo.
My idea is they should use this "artillery" data and feedback to recreate it as mortars for the first game spaghetti code. Retcon the current SPA into assault guns. This might make the tank destroyer enjoyers happy as well. If they are going down the path of tweaking off feedback, they should get PTE more often so everyone isn't upset that it's in the full release.
Tin hat foil time, Mortars are a main focal point for Vietnam, it's literally one of the bullet point features. HLL not getting them due to Nam.
As for Tank destroyers, we had one in the game, the firefly that had two weak points on the front, has reduced anti infantry capabilities due to lack of co-axial gun for driver and had a 6 second reload speed, what we have now is they removed the weak spot on the front of the hull, they've removed the 6 second reload to be in line with Heavies and still lacks the anti-infantry capabilities. They gutted the only TD in the game and that's a shame.
Biggest weakpoint of the firefly: The tank is undriveable
it was fine in U18, did they rebreak it?
idk never play this tank tbh xd