SU-76: A Real Discussion
Posts: 196
The start with, the SU-76 fits into a strange role as a late-game unit with fairly weak AT that relies on a long cooldown ability for AI. Its an odd combo, but one that is quite well suited to certain situations. In particular, if rushed out the SU-76 can shut down many light vehicles due to its superior range. It also does very well against infantry with the HE barrage ability, which can wipe Grens in one shot with some RNG. The barrage is particularly useful on urban maps, since it is indirect fire and can destroy most neutral buildings in 2-3 shots. Similarly, it is decent for pushing OKW trucks, since it can pull out much quicker than a Zis-3 of the OKW player counterattacks.
However, the unit has a lot of problems. The T4 requirement is a big one, since this adds 120 fuel to the cost and means that the SU-76 usually misses its effective timing window. It is too fragile, which makes it very easy to hunt down with something like a P4 or Puma. The HE barrage has a very long cooldown. Finally, it lacks the penetration to be effective against any true tanks.
Therefore, while I quite like the vehicle, at the moment most people are correct in their assessment that it isn't worth using. I'm interested in what people think needs to be done to make the unit viable. Personally, I would like to see its use as an AI, anti-blob tool enhanced. This could either be done by giving it increased accuracy with normal shots (making like a fragile Stug with better range) or by giving it a shorter cooldown on the barrage. I also think some form of survivability wouldn't go amiss, maybe something like a smoke projector so it isn't utterly fucked the moment a tank hits the field.
What do y'all think? Anyone got any SU-76 success stories?
Posts: 240
Pretty much since launch, the Soviet SU-76 has been commonly written off as rubbish, useless and a waste of fuel. It is probably one of the least produced units in the game. However, I've been experimenting with it quite a bit over recent games, and I've come to some different conclusions.
The start with, the SU-76 fits into a strange role as a late-game unit with fairly weak AT that relies on a long cooldown ability for AI. Its an odd combo, but one that is quite well suited to certain situations. In particular, if rushed out the SU-76 can shut down many light vehicles due to its superior range. It also does very well against infantry with the HE barrage ability, which can wipe Grens in one shot with some RNG. The barrage is particularly useful on urban maps, since it is indirect fire and can destroy most neutral buildings in 2-3 shots. Similarly, it is decent for pushing OKW trucks, since it can pull out much quicker than a Zis-3 of the OKW player counterattacks.
However, the unit has a lot of problems. The T4 requirement is a big one, since this adds 120 fuel to the cost and means that the SU-76 usually misses its effective timing window. It is too fragile, which makes it very easy to hunt down with something like a P4 or Puma. The HE barrage has a very long cooldown. Finally, it lacks the penetration to be effective against any true tanks.
Therefore, while I quite like the vehicle, at the moment most people are correct in their assessment that it isn't worth using. I'm interested in what people think needs to be done to make the unit viable. Personally, I would like to see its use as an AI, anti-blob tool enhanced. This could either be done by giving it increased accuracy with normal shots (making like a fragile Stug with better range) or by giving it a shorter cooldown on the barrage. I also think some form of survivability wouldn't go amiss, maybe something like a smoke projector so it isn't utterly fucked the moment a tank hits the field.
What do y'all think? Anyone got any SU-76 success stories?
the problem is soviet tech structure, not like US.
i would suggest, soviet T3 and T4 both cost only 40 fuel,
T3 can build halftrack initially
T4 can build su-76 initially
but need to unlock t34, T70 or su-85, katusha more fuel need to be spent,
spend additional 40 fuel, unlock t70, another 40 fuel, unlock t34.
spend additional 40 fuel, unlock Katusha(typo), another 40, unlock su-85
In this way, soviet can have more tech variability and more combined armed options.
However, it is really up to Relic \, how would they like to proceed.
Posts: 125
I overlook the SU-76 in game mainly because of the fact its eclipsed by the other stuff in its tier: Yes, the SU-76 has a HE barrage but in the same tech, you get the Katyusha which kinda blows the HE barrage completely out of the water; Yes, the SU-76 is an assault gun which is fairly decent against tanks but in the same tier, you get the SU-85 which is far better in every way than the SU-76 in the AT department.
Now that the T70 is a fairly ba(d)lanced tank, I'd actually like to see the T70 and the SU-76 switch places in the tech tiers. I'd feel without the Katyusha and the SU-85 overshadowing the SU-76 massively, it could actually be a fairly useful tank.
Posts: 161
It is also a good option to remove OKW trucks, and cause massive damage to fortified positions. Had a couple of games where my SU-76 has demolished Pz.IV's themself and went on to win the game in a matter of minutes.
Posts: 122
The faction needs a redesign to make it more appealing. Also throw in conscript upgrades from T1/T2 buildings. Eg T1 provides an option to upgrade conscript AI (LMG or zeal).
Posts: 952 | Subs: 1
I don't think Relic is going to alter tier structure or add in upgrades to the base faction from scratch at this point (it's been a year of people asking for exactly that, and nothing has happened). Anyway they did say somewhere that they intended for the Soviets to be an inflexible faction (one high tier and stick with it), which is unfortunate but will probably continue to dictate the faction design.
Posts: 612
Posts: 122
When call ins are fixed teching will be more appealing, but the stock tanks will still be better to get than the light vehicles (since t34 is good enough for the AI role of the t34, etc.).
Unless they make the T70 and su76 cost 50 fuel, so u can get it earlier and not delay the real tanks as much.
If they did swap vehicles (Imo wouldn't change flexibility or design that much), the synergy of t70+su85 would be much more appealing. Basically most players would actually get the t70 first. And su76 has a role (artillery and long range AT) to support t34s.
Posts: 304
I think the best thing to do would be to make SU76 only 50 fuel, make them a weak general unit that you need lots of to be a threat. Historically they built a huge amount of these things right?
The problem I have with it now is that by the time you've built one, it's usually dead before you can get a second one out, alternatively it's doing nothing because it's running from threats the whole time. If two are on the field at the same time they can at least cover each other or be a threat to heavier armor. When you keep building more and end up with like, four or five, then it's a force to be reckoned with. At the current costs, it just can't be done IMO. The opponent will destroy them as fast as you build them.
Posts: 2885
Posts: 2070
Posts: 122
But later on, a su76 might be worth getting and it has better synergy with the t34 than the su85, or the scenario right now with the t70 with the t34. This is presuming that the su76 had good AT penetration, which it doesnt really.
The t70 on the other hand, would be worth getting 1st before the su85.
Posts: 142
Or decrease the cost if they still want to keep it in T4.
Posts: 170
Posts: 229
I don't build them much against Ostheer, or teams with 2+ Ostheer on them, since Ostwinds, PIVs, etc can kill them way too easily.
EDIT -
I'd love to see them drop in cost (50-60 fuel) and get extra power against infantry, both with their normal attack, and with their barrage. Accuracy, splash, something. I'd like to see a rotation speed increase as well to aid in escaping. A vehicle damage buff would be nice, too, but I'd rather have them be an anti-infantry tool, I think.
Livestreams
27 | |||||
15 | |||||
4 | |||||
2 | |||||
248 | |||||
56 | |||||
26 | |||||
3 | |||||
2 | |||||
2 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.34957.860+14
- 3.589215.733+4
- 4.1099614.642-1
- 5.280162.633+8
- 6.305114.728+1
- 7.916405.693-2
- 8.271108.715+22
- 9.721440.621+3
- 10.1041674.607-2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
7 posts in the last week
39 posts in the last month
Welcome our newest member, Huhmpal01
Most online: 2043 users on 29 Oct 2023, 01:04 AM