Of course I can elaborate.
By game design decision Soviets have access to only two tiers. All the balance in 1v1 revolves around this. In 2v2 and more you can overcome this by co operation and have access to whole Soviet arsenal. In that regards Soviets are over performing in team games.
The Soviet's are designed to lack flexibility relative to the Germans. You aren't meant to get more than 1 late tier building.
1 late tier building, however 2 early tiers are cheap enough that you can make both of them, however this is rare and almost no builds does this. Sovs aren't ment to go T3 and T4, which is why they have a really high fuel costs. Going T1 and T2 is an option.
It is not a matter of screwing with balance. Getting both tiers means later tanks. And means you probably wont see both at nades and molotovs.
102. All combat in WW2 started with light skirmishes and then evolved into heavier and heavier combat as commanders where given more resources as the fight developed. No general offensive was ever done.
103. During WW2 the Germans developed IR lights that could see through obstacles by means of projecting them through the 5th dimension.
104. Getting airsupport was not a matter of what kind of resistance you where facing but how good the contacts you had with the airforce.
105. German heavy TD units where manned by psycics who could aim without seeing the enemy, their guns where so strong they would pierce a concrete building, a hillside aswell as the front of an IS-2.
106. Said TD crews would have a psycic freakout everytime their tank got hit, by anything.
If it's a teamgame. B-4 will save the day. A hit will take atleast half of the HP of the KT, a tripple vetted B-4 will as you know have 50% more DMG, you won't oneshot it but if he has already lost som health the B-4 will take him out.
(Altough by the Grace of RNG my unvetted B-4 fireing on a OKW base-structure once did oneshot a KT. Was a good game. )
People don't like the B-4 because of its wide scatter and that arty used to be hard countered. Well OKW have no stuka bombs, nor recon. And the best OH doctrine for countering it is elephant, but nobody wants that anymore.
As for scatter and time to fire; dont fire at long ranges unless you know its a hit on something. Use precision strike for those times. Move the cannon around whilst reloading so you have it pointed when you can fire again. And as always, mines, barbwire and cover is important. If you go Counter-attack, the b4 is all you get to deal with late heavy armour.
And I thought that I was the only one who can imagine charging with spades and throwing molotovs rioters style.
Don't think so, they lack the distinct SM-41 armour, still might just be they didn't wear it for a photoshoot. Id say just a regular infantry formation of the soviet late war. Could also be more specialized like scouts. (Seriously relic add the Scouts I want Eagles!)
As for the ratio of Sub-machineguns to rifles in the late war, the Soviets equipped troops depending on the situation, in assults and street-fighting entire divisions would be fitted with submachineguns whilst the same division might later opt for rifles when the mission changed.
And as someone already stated, the Sovs ALWAYS equipped their Mosins with bayonets in combat, removing it is just to store the bayonet. Removing the bayonet from a Mosin screws with its aim, it is not ment to be used without one.
This one of the reason some people today find it inaccurate, they get the rifle, go to a range and starts to shoot with it without the bayonet.
1. Far enough to not be really accurate. Just them moving is saving you troops.
2. Still those MGs are not impacting the main battle and are quite worthless, you have an advantage in MP. Troops in battle will move often, negating the effectiveness of the indirect-fire.
I was referencing the DPS sheets in general, as this presentation leaves the impression Soviet units are worse, while in reality only if their guns are far worse they are actually of equal strength.
Aah, I see, yes the spreads should probably be remade for Squad based DPS, perhaps possible to get HP in aswell.
Mid/lategame flame weapons are a great equalizer. No matter if super cheap or super expensive - flame weapons kill all equally unlike small arms. Molotovs and Flamethrowers can seriously trouble the Oberkommando.
Yeah it is true that sovs have the ability to reduce their disadvantage with fire, but I think the point Napalm is making is that Sovs lack any long-range infantry. Aswell as a lack of distiction between penals and scripts. I like the idea about upgrading to three SVT-40s. How about giving them quite alot less DPS in short-mid, increasing it in long. And the semi-auto rifles could then be used to make them perform a little bit better in mid-close. Like G-43 for Grens?
I think the biggest problem right now is that too many people rely on Maxims because they cannot micro the other infantry squads. Fielding 4-5 Maxims (and then other support weapons) will mean you have a really easy earlygame as Maxims win against basically any other squad 1v1, but against a good Oberkommando or Ostheer player this is somewhat of a debit....
Here I was thinking I was spamming yesterday with 3 maxims in a 4v4.
Really 5 of them? Yeah agreed that many is just plain bullcrap, but hopefully they are adequetly punished for it by arty.
TL: DR don't shift around SU-76, but shift around T1-T2 a bit. Maxim to t1, sniper or m3 to t2. Make both tiers needed. Will give Sovs more flexibilty and a strong base on which to build into late.
Playing mostly teamgames as of late, prefer the KT there. 4v4 are often quite long and you can get it to vet quite quickly with all the juicy targets lying around.
In 1v1 I'll always choose the TA over the KT since you hardly have time to get a KT out and certainly not able to vet it.
Playing as allies it doesn't matter which I face, the B-4 still goes BOOM!
How about moving units about as to not let them be zeroed in by indirect-fire units? Or I don't know, flank them and kill it. (preferably with fire.)
barring that you don't have to kill it, just force it to move back from the front.
Skirmishing and harassing might not wipe or kill units but they do a damn good job of removing any support unit from the main battle for a couple of minutes at a time.
Just like capping fuel and cut-offs with engies/pios. Sure you might not hold it but it'll cost 30 or more fuel each time.
If they have the cannon locked down with MGs, well good, thats 1000mps not spent on frontline units, but 420mp fireing and 480mp doing nothing but covering it.