M8 Greyhound
Posts: 218
40 damage maximum. That's not even enough to kill a soldier on a direct hit with a 37mm shell.
Alright, there's your problem. Compared to the Stuart's gun (both are exactly the same in real life), the M8 Greyhound has slightly less penetration and HALF the damage. No wonder this vehicle is just a pile of steaming crap. It does half the damage of the Stuart (which mind you, already does half the damage of a normal gun, e.g. the 57mm AT gun). The only thing it has going for it is half the scatter, which would be nice if it could actually kill infantry.
To make matters worse, it comes out at 3CP, and compared to other nations, the USF gains CPs slower because they don't actually build base buildings. Effectively, it's coming out at 4, maybe 5 CP - simply worthless at that time.
Anyone feel like this thing needs to have it's gun buffed? Or not? Feel free to voice yourself. Buff some things about it and nerfs other parts, etc.
Posts: 196
It's completely redundant thanks to the availability of the M20 and the M5 Stuart, both of which have great and useful abilities themselves.
Posts: 627
You use it to run up, burn some munitions and wipe a squad.
Anything else it does is a happy bonus.
Balanced? Probably not. Giving the main gun some more whack and toning down canister would seem sensible.
Posts: 951
Maybe it could have that WP ability like the vCoH whatever-it-was armoured car that you could swap the Greyhound out for.
Posts: 218
If it was a Vet 1 ability right now, you'd never see the Greyhound simply because it will never reach Vet 1 using the main cannon alone.
Posts: 951
I'd maybe keep it where it is and:
(1) give the gun some lovin' so it can threaten, if not pwn, Pumas
(2) make the canister round Vet One and up the muni cost
I think a player who invests in a couple and shows good micro, enough to vet them, should be rewarded with a viable light anti-vehicle unit.
Posts: 2561
It's good ai and scout unit, but I would happily pay a bit more so it would actually be useful against light armor, which it simply can't do right now.
Posts: 987
M8 is a canister shot delivery system. Think of it as the penal squad of the USF.
You use it to run up, burn some munitions and wipe a squad.
Anything else it does is a happy bonus.
Balanced? Probably not. Giving the main gun some more whack and toning down canister would seem sensible.
+1. I don't wanna agree with Brachiosaurus but he's right. Improve the gun, tone down the cannister.
Posts: 17914 | Subs: 8
I still like it.
Posts: 692
Posts: 2561
the recon commander is crap
Forward obsevers: adds like 2 sight range, pretty negligible and doesn't really give any real advantage.
I&R pathfinders: range on artillery is really low.
Greyhound: good AI but useless in AT.
Recon run: only useful ability
Airdroped combat group: Gives two decent units and an empty AT gun. Way overpriced and useless that late in the game.
So yeah, almost everything in it is pretty underpowered right now, which seems to be a trend with US doctrinal abilities and call-ins.
Posts: 218
Canister Shot actually isn't as reliable as you'd like to think. I targeted a blob once, aimed, fired...and it hit a fence in front of the blob, blocking every single shot. No damage. I'd think a ball bearing flying at supersonic speeds might pass through a wooden fence without a problem.
But yea, I agree with you all - buff the gun, but nerf (possibly soft nerf) the Canister Shot, like making it 60 Munitions or a Vet 1 ability.
Posts: 97
Posts: 218
Nonetheless, removing the death critical might turn it into the RNG machine that Canister Shot was back in CoH1 - sort of like the StuH42, where sometimes it did absolutely nothing, and other times it decimated entire blobs in one shot. Even with reduced price, I'd rather have something more reliable.
Posts: 97
Posts: 8154 | Subs: 2
+1. Improve the gun, tone down the cannister.
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