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russian armor

The T 34 problem

1 Jun 2013, 20:41 PM
#1
avatar of Crells

Posts: 255

Right let me start with i am mainly a soviet player, im getting a lot better than early closed beta and i will about 90% of my 1v1s since this stress test, i like to believe this is because i did ok in the closed beta before some balance changes which IMO favored the soviets.

Now this is the 3rd game i have people raging at me about T34 spam and how powerfull / op the ram is, as i have pointed out, damaged engines stops the ram even mid ram i believe and that they should escort there super tanks (bad habits from coh1 perhaps) but it falls on deaf ears.

Are the t34s too over the top? is my winning streak down the fact i always try to maintain 3 tanks at the same time and if i feel like "cheesing" i build 4/5, even though i feel like i have a good early game or at the very least don't loose it.

In my experience the T34 die's very quickly to most of the German AT any direct rear shots takes huuge chunks of its HP away, if the ram was taken away they would need to have a lot more Armour / penetration to keep up imo or reduce it's already low cost even more.

So forum goers should ram be removed? or perhaps only useable when under 30% hp? (even with damaged engine or it would be totally useless) or should German players learn to build paks, have grens nearby and not totally rely on there super tanks to win games, because after all what do soviets have to counter the Germans heavy tanks?? the T34 ram, thats about it (non doctrinal, and even the is2 and isu152 are not good AT)
1 Jun 2013, 20:50 PM
#2
avatar of crazyguy

Posts: 331

Try to play as germans 5-10 times against that. It is impossible to know after only playing one side.
2 Jun 2013, 13:25 PM
#3
avatar of BeltFedWombat
Patrion 14

Posts: 951

It's a relentlessly spammable unit, that's the problem. And, yeah, the ram ability is OP. Having said that I play 50/50 wehr / soviet. I think people are failing to anticipate when they play Wehr... you are completely reactive and have to respond to the sov player not the opposite. As soon as I even sniff T34s then I concentrate on ATGs and shreks, in fact I'm at the point where munis are more important than fuel.

Also, a T34 spammer will usually spam conscripts, so holding the line with a solid T1 / T2 start then returning the serve with a nicely supported StuG can turn the tide. I'm also noticing that folks aren't building mines in this game, sovs cant help but build flamers and let their vehicles run into AT mines.
2 Jun 2013, 14:13 PM
#4
avatar of Qvazar

Posts: 881

I've also started to build a munitions cache asap, to be able to get schrecks, fausts, flamers and mines much more easily. You need it!
2 Jun 2013, 22:32 PM
#5
avatar of IpKaiFung
Benefactor 115

Posts: 1708 | Subs: 2

been using ostwinds a lot lately and they don't do too badly vs T34s, very strange

replay for people interested! http://www.coh2.org/replays/3404/ipkaifung-vs-archflymc
2 Jun 2013, 23:23 PM
#6
avatar of Basilone

Posts: 1944 | Subs: 2

Ram should either immobilize or destroy gun, both is just ridiculous. The threat of getting instantly fucked by a surprise T34 means that Wehr tanks can never pursue low health Russian tanks retreating into Russian territory.

Also, Ostwinds costing more than T34's needs to be changed.
3 Jun 2013, 00:27 AM
#7
avatar of TychoCelchuuu
Senior Caster Badge

Posts: 1620 | Subs: 2

Also, Ostwinds costing more than T34's needs to be changed.

As IpKaiFung points out, Ostwinds destroy T-34s right now, so I'm not sure the cost needs a change.
3 Jun 2013, 00:45 AM
#8
avatar of IpKaiFung
Benefactor 115

Posts: 1708 | Subs: 2

Ostwind main armour: 105

T-34 main gun penetration: 75

T-34 has a hard time doing any damage to the ostwind from the front
3 Jun 2013, 01:44 AM
#9
avatar of crazyguy

Posts: 331

The upgunned scout car can do a lot of damage to a t-34 as well

I just had one kill 1 t-34 and almost another while it hung back taking pot shots
3 Jun 2013, 01:51 AM
#10
avatar of IpKaiFung
Benefactor 115

Posts: 1708 | Subs: 2

its does indeed but it cant survive many hits from a t34 (about 2) I found the best use for the up-gunned scout car it is to kill katyushas and half tracks.
3 Jun 2013, 02:00 AM
#11
avatar of crazyguy

Posts: 331

I just watched the replay, and while it did some damage, it did not do nearly as much as I thought, so yeah.

I usually build one to deal with clown cars and than keep it back for the most part until a light vehicle appears
3 Jun 2013, 06:12 AM
#12
avatar of Nullist

Posts: 2425

Permanently Banned
T34 should have a munitions cost to activate Ram.
3 Jun 2013, 06:41 AM
#13
avatar of Crells

Posts: 255

perhaps a munitions cost or some other variable needs to be put in place, but if a change should happen i hope they would buff the t34 a fair amount as the only reason to build them is for the ram.

As stated above it looses to a ostwind (durp)
3 Jun 2013, 06:54 AM
#14
avatar of Nullist

Posts: 2425

Permanently Banned
jump backJump back to quoted post3 Jun 2013, 06:41 AMCrells
As stated above it looses to a ostwind (durp)


Ostwind: 400MP/100Fuel
T34: 280MP/75Fuel

hurp.
3 Jun 2013, 09:54 AM
#15
avatar of kafrion

Posts: 371



Ostwind: 400MP/100Fuel
T34: 280MP/75Fuel

hurp.


Ostwind is a soft anti-inf , hard antivehicle , anti aircraft unit its cost is a just a bit higher than it should be if not well placed , the fact that it is an anti tank unit as well is completely idiotic .

On the t34 ''problem'' make the t34 as strong as it was before the end of the closed beta ,cost the ram at 50 munis and disable the fanction permanently as well as temporarilly as soon as there is an engine crit (you ll also need a difference between grensquads and t34 in pop cost ). Other than that if you know you can cancel ram with a faust and you send your heavy tank in without infantry support , you frankly deserve to loose it .
3 Jun 2013, 10:17 AM
#16
avatar of Crells

Posts: 255



Ostwind: 400MP/100Fuel
T34: 280MP/75Fuel

hurp.



please don't just post costs, the Katyusha Rocket Truck cost 360mp and 85 fuel but i don't expect it to kill a tank.

i do not disagree the ram is working better than intended but i do not agree it should be removed without compensation.
3 Jun 2013, 15:01 PM
#17
avatar of Nullist

Posts: 2425

Permanently Banned
Ram should cost Munitions.

That doesnt remove it, and mitigates its effects of "working better than intended".

There, I solved the dilemma according to your own criteria.

3 Jun 2013, 15:30 PM
#18
avatar of Budwise
Admin Red  Badge
Donator 11

Posts: 2075 | Subs: 2

Ram just needs to be doctrinal and not damage the main gun of the tank it rams.
3 Jun 2013, 15:44 PM
#19
avatar of talarfon

Posts: 74

Ram just needs to be doctrinal and not damage the main gun of the tank it rams.


I think if they made it doctrinal it would be a strange dynamic as the German player wouldn't know if it could pull of this "special move". There would be no way of telling which isn't good, especially in 2 v 2's it would be a nightmare!

IMO Ram should just completely take out the engine, maybe give a gunner shocked critical (if temporary criticals exist). Really should only come to a players mind if they are pretty sure they are going to lost the tank anyway rather than a "oh crap he has a better tank" ram and I'm safe
3 Jun 2013, 16:01 PM
#20
avatar of IpKaiFung
Benefactor 115

Posts: 1708 | Subs: 2

needs more testing but the target vehicle main gun gets taken out if it gets hit on the side the gun is pointing at.

i.e. if the gun is pointing back and it gets rammed from the front the gun still works.
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