I just don't think jagdtiger AND the KT are necessary since they're rougly the same. The way I see it, the three tanks should follow fairly standard MMO roles: DPS (Tiger 1), Tanking (KT/Jagd), Support (Berge) + Tiger Ace who is either support or another DPS. Obviously all the DPS roles somewhat converge but you could make the Tiger 1 effective against infantry mostly, the KT/Jagd anti-tank (longer range than Tiger and more damage but poor mobility) and make Tiger ace good at both AI and AT (longer range than standard Tiger + maybe an extra powerful shot ability).
Maybe add the Jagd back in as a reward unit but only for this game mode? As in, Jagdtiger - Replaces KT as a controllable tank in the Tiger Hunt Operation.Berge's would be very important in calling in allied units perhaps, and in repairing the tanks (which otherwise would have to have some sort of rudimentary self-repair). You could make the Berge player able to call in PGs (upgradable with either shreks or MP44s) as its basic ability, so the Berge player has some combat use and force the allies to use a little combined arms rather than spam fireflies or M10s. Also, PGs will add to the repair capabilities.
Maybe give each of the Tanks a beginning ability that doesn't need to be purchased with CPs:
Tiger Ace - Critical shot (like a treadbreaker cross power shot)
Tiger I - Blitzkrieg (as the Blitz ability, for this Tiger only)
Jagd/KT - Juggernaught (slows the tank further but increases defensive capability)
Berge - PG callin
So a quick revision of the command trees I suggested earlier with some alterations:
Quote Bergetiger - Support tank: Has healing and group support abilities.
Basic abilities: PG call in, slow self-repair, repair and recover wreck
Agressive Support Defensive support
S-Mine launcher Build roadblocks
Creeping smoke barrage Improved repair (PGs as well)
PGs can plant teller mines/goliath laying Overrepair capability/quick fix ability (instant heal)
Tiger I - General combat tank: General all round fighting capability against infantry and tanks. Has some decent speed.
Basic abilities - Slow self-repair, Blitzkrieg (personal)
Blitz Power
Passive speed boost Range Boost
Smoke launcher (personal) Armour/Health boost
Tank shock (suppresses infantry/stuns tanks in a radius) Power shot
Jagdtiger/KT - Rolling Fortress: Nigh indestructible and excellent long range damage against Tanks. Weak against infantry. Slow and unwieldy. Terrifies and distracts enemies.
Basic abilities: Slow self-repair, Juggernaught (slower speed, less damage received)
Destruction Terror
Site Main gun ability (damage/range boost, immobile) Health boost
Passive reload boost Propaganda War ability
Heavy impact (shells briefly stun opponents ~1sec) Passively reduces enemy stats in a radius
Tiger Ace - Elite Panzer: Victory objective for the Allies. Can become either a command tank or engine of destruction through command trees. Is fast, resilient and deadly against all targets.
Basic abilities: Slow self-repair, Critical shot (long range, damaging ability that causes engine/main gun damage on target)
Commander Hunter
Panzer group zeal HE shells
Passively reduces cooldowns of friendly abilities in radius Increased range
Henschel attack run Faster reload
These command trees highlight the roles within the group. Berge is healer and general support. Tiger I is DPS, focusing on either speed/harassment or general combat boosts. Jagd is the slow tanking player, soaking up damage for the team. Has access to disruptive powers and/or DPS boosts. Tiger ace is either support player with good DPS or a super DPS player.
Self-repair would be a toggleable slow heal. It would completely disable the tank for the duration. It'd only be useful if a berge player wasn't on the field and you weren't seen by the enemy.
If you get into an argument with me, you're wrong.
Last edited June 30, 2011 at 5:05 PM by GodlikeDennis