PzJager Trupp Fix – Mystalicious

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    • #14816
      w
      Participant

      Foreword

      The German Anti-Tank Team creates alot of headaches with their mobility and their Panzerschrecks which can kill any allied tank in a burst of 4 Projectiles. I thought about it for awhile and came up with these ideas to fix them:

      Non-doctrinal PzJager Trupp:

      5-man Squad with a limit of one, their equipment would consist of 2x Panzerschrecks supported by 3x Kar98s, Smoke grenade, Camo ability that locks their movement (like binocs and sniper) essentially an ambush only to simulate the weight off the AT Weapon.

      Further abilities would be a vehicle-only Tripwire Flare (VTF) for spotting approaching vehicles. As well as this, the non-doctrinal squad would get the Riegel Anti-Tank mine to halt the tanks and ambush them.

      Optional (not sure if there is the time to mod it): A “sticky” Smoke Grenade that would stick to the tank and create a smoke screen that travels with the tank to set up flanking attacks and blind the vehicle (particularly useful vs flak tanks). Their sprint ability should force a hold fire for the duration of the sprint and the exhausted time.

      SID PzJager Trupp call-in

      Static’s AT Teams can onetap nearly every tank on their own with 2x Schrecks and 1x Panzerfaust 60. SID gets two of these very capable squads which is problematic as it invalidates many allied anti-bunker options without needing bunkers to do so.

      My idea for them is to make two seperate squads out of them, one is the 4-man team as it is now with the Panzerfaust removed, Smoke Grenade and stationary camo. The second squad would be a 5-man “Support Squad” armed with 2x Kar98s and 3x MP40s, who could plant the non-doctrinal VTF & Riegels aswell as smokes (possibly the “Sticky Smoke”). This squad would keep their Panzerfaust 60, since they do not have a Panzershreck.

      Luftwaffe Panzerknacker:

      They should be treated the same as the non-doctrinal AT Team with all of the adjusts, the limit of one and new abilities added to them.

      Panzerzerstörer Infantry:

      Defensive Pack: Stationary Camo, Tellermine (+upgraded when unlocked), VTF, 3x Panzerschrecks (they are a CP unlock and elite tankhunters, they deserve to be special) basicly the same adjusts as PzJager Trupp while keeping their special Abilities.

      Assault Pack: Replacing the Panzerfaust 100 with a Panzerfaust 60, Stationary camo, no new abilities exept for the removal of the sprint and exhaust penalty. (it is an Assault Pack afterall)

      (Due to bugginess with the forum atm, Mysta has asked me to post for them. I do not take credit for the above suggestion.)

      • This topic was modified 3 years, 8 months ago by w.
    • #14818
      BWChief
      Participant

      I feel this would be an interesting take on reformed Panzerjägers, I’d honestly like to see the “sticky smoke” and VTF, those would be cool to see, and help with detecting and destroying armor.

    • #14819
      Death_Kitty
      Moderator

      Pretty good. Removing camo move and sprint fire in return for VTF, smokes, Riegel’s. Honestly, I don’t think you need the novelty buffs. Smokes are going to have a negative impact on churchills, not to mention I think that Starbuck’s point about the smoke is a good one: blinding the crew forces it back anyway, or just each shreck, no to mention is would also screw with supporting infantry. I would be an ability that seems hard to mod, and would be a nuisance to deal with. Riegel’s… I don’t think shreck squads should get any ability to snare tanks.  VTF… fine. Not a huge fan, but if sprint is gone…

      The sprint suggestion is positively brilliant, I love it! Like, not letting them fire while sprinting ALONE would be a huge step forward. Nice one. Lets make at least this clear.

      Love the SID suggestion, no arguments there at all.

      Luft changes: I agree.

      Panzer Zestorer… the more I look at your post, the less I hate this squad.

      Assault pack: Honestly, 100% fine with how this works atm. exchanging the faust 100 for a 60 is probably a great idea because of the defensive pack being a better offensive pack in every way.

      Defensive pack: The fact that it still has 3 shrecks already kind of renders everything moot. On the other hand, if they cant fire while sprinting, and can’t camo move…? Maybe. Maybe you are right. I would need to see this one for sure.

      All in all, like… 95% good stuff here. I think that you trying to compensate the large nerfs with buffs is unnecessary, but I really am against giving Schreck squads access to snares, even if they are mines. I mean, zestorer is an exception, and I am *fine-ish* with that. (It just means I am going to suggest nerfing them elsewhere) (assuming any of this happens).

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