Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => General Discussion => Topic started by: cephalos on June 01, 2011, 08:31:37 AM
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We need one thread to think what Tiger Ace needs. Some folks stated it's underpowered, some say it's fine as it is. Let's vote then.
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S-mines. For 75 mun cuz of its crazy damage
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the tiger ace replaced the useless KT thats a gigantic leap forward
so going from having a unit with essentially no practical use what so ever to obtaining a unit that dictates the outcome of battle of almost every engagement speaks for itself
It needs nothing more in my humble opinion
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Perhaps a single long range shot ability like the pershing from CoH:O? ~60-70 range.
I'd say a small ability is in order to buff the unit but statisticaly increases are certainly out of the question. We don't want the unit to be too powerful.
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I like the idea of Suppression ability like Churchill tanks, but it's already a good unit without special abilities.
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The S-Mines actually makes sense but instead of doing damage like it does in the Tiger Ace campaign just causes one time suppression (not constant like churchills) on surrounding inf making it that little bit different from Churchill. Ntm the animation for the S-Mines is in the campaign and looks better than the ground stamping the Churchill does.
Plus mabs the smoke launcher plus camo effect (same as commando's but on a tank >.>) I mentioned in the other thread to assist it getting away from combat.
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Another topic about Tigey Ace.
No It dosnt need to be OP.
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The commander should be able to get killed.
and would be nice If there would be the ability to let the commander close the hatch again (like in the Tiger Ass campagin) but if the commander looks out of the hatch the range & accuary should be increased.
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Yeah. It needs an "I win" icon added.
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This
Perhaps a single long range shot ability like the pershing from CoH:O? ~60-70 range.
I'd say a small ability is in order to buff the unit but statisticaly increases are certainly out of the question. We don't want the unit to be too powerful.
This is right what i think as well, no futher statistically buffs.
The commander should be able to get killed.
and would be nice If there would be the ability to let the commander close the hatch again (like in the Tiger Ass campagin) but if the commander looks out of the hatch the range & accuary should be increased.
Actually, GodlikeDennis idea is perfectly suitable with this one.
Regards,
-V-
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I dont think it needs a buff...it makes blitz Tiger look obsolete even now. Though a suppresion-like ability would fit nice, but im not sure about it. Anyway it reminds me again of the blitz reward Tiger...its not selectable in EF and there can be up to 4 reward vehicles for any army if im correct...so what should replace it?
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I think the devs setted the limit of "4 reward vehicles per faction".
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I dont think it needs a buff...it makes blitz Tiger look obsolete even now. Though a suppresion-like ability would fit nice, but im not sure about it. Anyway it reminds me again of the blitz reward Tiger...its not selectable in EF and there can be up to 4 reward vehicles for any army if im correct...so what should replace it?
You can use the blitz reward tiger in EF as well :).
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I dont think it needs a buff...it makes blitz Tiger look obsolete even now. Though a suppresion-like ability would fit nice, but im not sure about it. Anyway it reminds me again of the blitz reward Tiger...its not selectable in EF and there can be up to 4 reward vehicles for any army if im correct...so what should replace it?
You can use the blitz reward tiger in EF as well :).
Well strangely enough i have it allways greyed-out and non-selectable. Anyway its a crap...it doesnt have any change in statistics and doesnt do anything different from unit which he is replacing apart from different voiceover and skin. So what should replace it...i thought EF policy is that every reward unit should be unique...or am i wrong?
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You have to redo the Tiger Ace campaign in EF to get the skin in EF.
The Blitz Tiger is still recallable. It also has more effective health at vet 3 than the Ace.
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You have to redo the Tiger Ace campaign in EF to get the skin in EF.
The Blitz Tiger is still recallable. It also has more effective health at vet 3 than the Ace.
Thanks for info. However the blitz reward Tiger isnt bringing any diversity to the game and it is the same unit it actually replaces, which is contradictory to EF policy of reward units, so something different should replace the vanilla blitz Tiger instead of just a skin change...
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My thought would be sort of like the Soviet Sniper: The Tiger Ace can only camo when:
- Not Moving
- In Vehicle cover (Such a value exist, I read about it somewhere on GameReplays)
Upon firing once, the Tiger would give it's position away, which would be the time to strike. You can also make the Tiger hold it's fire until attacking is at a perfect moment, giving a fitting ability to a more stealthy approach, stalking the enemy like the beast it is named after, however, naturally quick to escape from intense danger.
If you're worried about balance concern, you could make it's detection radius fairly high, so the camo only works well when hiding from a distance.
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Just one question: what for?
TA can easily and effectively kill IS-3 with a little handling. Isn't that a sign, that it's quite fine already?
I just wonder, where does that obsession about this cool-looking unit come from? Just because you, people, think it's not "special" enough, it doesn't mean it needs some additional abilities. That is, of course, if we are talking about it's performance in the game, not some aesthetics-driven preferences.
So, if you suggest it being tweaked, some reasoning would be nice.
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@IJoe - I know that you are against any buffs to any German unit. I and other lads think that Tiger Ace, through it's Tiger on steroids, needs some kind of bonus. It's totally different weapon comparing to Tiger II aka King Tiger. It relies on speed and surprise effect than on just pure being bad-ass like King Tiger or IS-3. That's why it needs some kind of ability - to show it's an Ace, not just blitz Tiger with better engine.
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@IJoe - I know that you are against any buffs to any German unit. I and other lads think that Tiger Ace, through it's Tiger on steroids, needs some kind of bonus. It's totally different weapon comparing to Tiger II aka King Tiger. It relies on speed and surprise effect than on just pure being bad-ass like King Tiger or IS-3. That's why it needs some kind of ability - to show it's an Ace, not just blitz Tiger with better engine.
That statement is not entirely correct - I'm against any buffs to any wehrmaht units, that's true. And that's because wermaht is already OP, unlike say PE, which infantry, I think, should get a faster vet f.e.
As for TA vs IS-3, it's like T-34/76 vs Pz4 - can't win in direct confrontation, but can do with a little strafing. That's fair enough, I think.
TA is initially a vet 3 Tiger right away (in stats that is), which IMO is fair for a one-time call-in. BTW wehrmaht has better opportunity to spam quality armor that SU, and there's no need to add any more preferences to this faction.
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TA can defiantly NOT kill a IS-3 head to head, or at least an IS-3 with even decent micro.
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TA can defiantly NOT kill a IS-3 head to head, or at least an IS-3 with even decent micro.
Well, TA has +10% speed that of IS-3. Should be enough to circle it around. And it's turret rotation speed is faster as well, it appears.
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The sheer armor of a IS-3 should be able to compensate for this, anyone with good micro would try to keep mobile with the IS-3 to target the TA. Yes, it's very possible the TA can kill an IS-3, but...
I remember a game with GodLikeDennis and I, we BOTH had tigers + a panther (He had a Blitz Tiger, I had a Tiger Ace AND a Vet 2 Panther) and we STRUGGLED to kill an IS-3. (Granted there were 2 SU-122s running around, but shouldn't 3 "heavy" tanks be able to kill a IS-3 despite this?
Our first attack failed. Dennis lost his Tiger, I pulled mine back with a damaged engine and a main cannon dead. My panther survived as well, but it hit a mine. (Dammit)
Upon repairing we scaled another attack with our tigers, this time with TWO panthers, one to handle any SU-122s, as they were doing some minor damage to the TA and the other to hunt down a fully repaired IS-3.
The second was a success but I had lost my Tiger Ace and a panther. It was Dennis' Tiger that finally got the kill.
I believe a "Hiding in the Bushes" type camo ability would give the Tiger Ace more of a unit to fear :p
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Additional argument:
KT can 1 vs 1 kill IS-3 without having much of a problem in a direct stalemate, or even with IS-3 strafing around. In the second case the chances are - IS-3 is a dead meat, unless it has got some serious support (like constant AP rounding SU-76), or simply runs away.
TA can 1 vs 1 kill ISU easily. That's clear, I think.
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for me the tiger ace works fine and dosnt need anything
maybe a long range precision shot (costs mun)
but i dont think the the ace needs it
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Longshot ability and S-Mine ability to suppress but not damage nearby inf thats all it would need.
Sorry Cranial it doesnt need camo because it would then most likely gain the first strike bonuses that come with that which might as well be a stat raise and camo is kind of generic now. The longshot and S-Mines (or just simply a suppression ability) arent really used on any other vehicles in the game, their the way to go. :\
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I would prefer S-Mines too.
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TA can defiantly NOT kill a IS-3 head to head, or at least an IS-3 with even decent micro.
Well, TA has +10% speed that of IS-3. Should be enough to circle it around. And it's turret rotation speed is faster as well, it appears.
Did you ever tried it? Tiger tanks are not made to circle tanks, first rule playing a tiger is always to stand still, and THAN shoot. Since Tigers got only 0.5 accurancy while moving.
The IS-3 on the other hand has pershing armor AND a constant 0.75 received penetration multipler. Its the hardest unit to pen in the game actually :P
That said, circling a IS-3 in a dynamic game succussfully, is simply impossible.
I would really like the longshot ability, since it does fit the theme of the ace very well and should give it the finishing we are looking foward to.
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Additional argument:
KT can 1 vs 1 kill IS-3 without having much of a problem in a direct stalemate, or even with IS-3 strafing around. In the second case the chances are - IS-3 is a dead meat, unless it has got some serious support (like constant AP rounding SU-76), or simply runs away.
TA can 1 vs 1 kill ISU easily. That's clear, I think.
Since 1.4 I have yet to see ANYONE use a ISU-152 in place of a IS-3.
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mh ok i think s-mines to supress inf is a realy good idea
but im not sure, whats about the kingtiger? i know devs wont change vcoh units but i think otherwise it is unfair to give tiger ace a ability and kingtiger not. maybe ace gets the s-mines and kingtiger the long shoot?
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Panzergranate 39 armor piercing rounds and smoke because it has the dischargers same as the blitz and 205 tiger but yet no smoke strange... war shortages eh...
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Leave King Tiger alone. We're talking about TA here.
I agree with state that TA is quite stupid choice to circlestafing. It's rather moving bunker.
This abilities should cost munitons, to balance and prevent spamming it all day long.
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I don't think TA needs really an ability :(.
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I don't think TA needs really an ability :(.
Nostalgia Critic "yes...yes...yes" (http://www.youtube.com/watch?v=qNTps-KN098#)
Following this video of my reaction to the above quote, I can agree that the Tiger Ace should not need any ability, should we change a few stats around? maybe, maybe not, but it certainly does not need an ability of its own.
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Well, that decision is not up to me, that's only my opinion stated :). In the end if an ability is added i will take it the same as if nothing would be added ^^.
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it needs something to either supress or kill infantry, the KT had the turret mounted mg42. some thing like the s-mines, or a arura like the churchill that acts like the propaganda doctorine ability to help with the infantry. every thing else is with it seems fine with me.
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TA is the best infantry killer in the game. PERIOD. I don't think it really needs to be even better at that job. I would rather the longshot I suggested. Fits well with the ace. We know how it works from CoH:O. Helps get the first shot in tank combat where the ace is actually a little underwhelming at the moment.
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IS-3 could benefit from something like that, its like an old man whos drunk is the gunner
off topic but the aim time could use a small buff
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Stationary locked down long shot or rapid fire ability. Would make it seems more "ace-y".
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IMO the tiger ace is already powerful against inf, and I would much rather see a longshot ability
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tiger ace is hilarious against infantry, any blobs get mown down.
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How about an overdrive ability?
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Something is done to the Ace, something that was posted in this thread.
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I have given this subject a lot of thought. I truly believe the TA needs an ability, that costs fuel or munitions which ever, that temporarily increases the spead of rotation, and unit spead when activated. How ever. The penalty will be a damaged engine once the ability is over. The ability idealy is made to allow the tank to limp back home. Now im all about fairness, so go ahead and give the ability to one of those russian tank destroyers too i guess.
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Something is done to the Ace, something that was posted in this thread.
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Tiger Ace is fine, find something else to discuss pls