Profile of SweetrollNearTheDoor
General Information
Steam: 76561198042954128
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: SweetrollWerfingNearTheDoor
Steam: 76561198042954128
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: SweetrollWerfingNearTheDoor
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Post History of SweetrollNearTheDoor
Thread: Trying to make SU76 work on a map with pathing issues27 Mar 2018, 10:31 AM
Tried to replicate the spam on a not so favourable map with expected results, still don't think they performed worse than SU85s would have In: Replays |
Thread: Utility and synergy of SU76 spam27 Mar 2018, 10:30 AM
Headline + I got the chance to duke out en Elephant from the front with vetted up SU76s without Mark target In: Replays |
Thread: Performance and cost efficiency of massed SU76s vs SU8526 Mar 2018, 19:53 PM
Very reasonable suggestion in my book. SU85 is definitely potent but doesn't have such an amazing burst damage compared to su76 hordes so misplays are more forgivable if you get into an unwanted fight with it. (One of the things CoH did better imo is tank combat that took longer and rear armor hits had much more of an impact compared to a Jackson duo bursting down a medium tank in 2 volleys no matter if its front or rear armor. The recent GeneralsGentlemen vCoH shoutcast had some exciting tank combat moments, which feel much rarer in CoH2) I think SU76 is one of those units that when massed have exponential growth in their efficiency instead of proportional growth. I'd say same applies at least to several artillery pieces, like Katyshas or Panzerwerfers. One piece rarely has a huge impact on its own but when massed they can turn a game in seconds and sometimes with very little counterplay. In: COH2 Gameplay |
Thread: Performance and cost efficiency of massed SU76s vs SU8526 Mar 2018, 13:35 PM
It didn't include any thoughts, just that I watched the replay and that I consider it as a great example - I was agreeing with your thoughts that this unit is peculiar for this given game-type. Just wanted to point out you didn't really discuss the original matter of performance between SU76 vs SU85, no offense intended (And I don't think the replay is that special since the rank difference between players is so huge, in the hands of top Soviet players it would have been much more effective but it was my latest encounter with SU76 spam and if I wouldn't have seen it coming from the bulletin picks I might have chosen a wrong doctrine and not go Elephant. If that were the case the cheese would probably have been much more effective ) In: COH2 Gameplay |
Thread: Performance and cost efficiency of massed SU76s vs SU8526 Mar 2018, 13:22 PM
Hey that's a great replay - it seems that the SOV player has been using the same strategy for a while and has mastered microing that many units at once. Steppes is also the map to do this kind of spam on, it wouldn't work elsewhere. That really didn't include any thoughts on the matter of SU76 seemingly performing better than it's T4 counterpart. That map specificness isn't a sufficient explanation imo since they both are non-turreted TDs with similar roles so a map that isn't good for SU85 probably isn't optimal for SU76 either. In: COH2 Gameplay |
Thread: Performance and cost efficiency of massed SU76s vs SU8526 Mar 2018, 12:09 PM
Howdy! Recently I've begun to see a "comeback" of an SU76 spam meta in team games. In my games they've proven very effective even at late stages of the game and usually accompanied by Mark Vehicle making them shred armor. In most situations I think if the Soviets had gone for SU85s instead of SU76 spam to counter heavy armor the outcome would have been much worse for the Allied side. Even though their penetration is not enough to guarantee every shot to penetrate premium armor and up their rate of fire and veterancy bonuses compensate that a lot. The synergy of SU76 together with lategame TDs like Jacksons and Fireflies seems to be better compared to SU85s as well, especially when they are used to counter flanks with their mobility and rate of fire. (usually the flanker has rear armor exposed to the SU76 so penetration will probably not be an issue) The cost of under 300 manpower and 70 fuel makes them decently low risk to use and losses are much easier to recover from compared to SU85 losses for example. Also with correct doctrines you can ignore Soviet t4 entirely so one will also save up on teching costs. The barrage ability itself isn't too spectacular but massed SU76 barrages can easily kill support weapons and do serious damage to OKW trucks from relative safety and quickly. When many other TDs and AT guns are idle when there's no armor around to engage the SU76s extra utility makes it possible to shift focus to combat support weapons or act as light artillery instead getting more bang for your buck. The spotting ability can also be useful from time to time even though it is not overly strong. Also the low popcap of 8 doesn't cripple your popcap as quickly compared to massed SU85s, Panthers or JP4s for example. Naturally there are counters for SU76 spam, Pak walls or spammed raketens. My issue with such counters is that it leads to a-moving AT gun walls and blobs to cover for them and I think it's not good for the gameplay experience if you have to counter light T3 tank destroyers with a-move blobbing tactics. Also the SU76s ability to be pretty reliable against even expensive late game axis armor makes it a bit peculiar indeed when you need a Heavy Tank Destroyer to fight against the non-doctrinal su76 horde produced from T3. I've included a replay from my latest SU76 experience where I observed the effectiveness of SU76s even from long range against Panthers and KT's front armor. Especially the (not well microed) Panthers got bursted down extremely fast, probably faster than an SU85 could have done the job. Only piece of Armor that could safely go toe-to-toe against the su76s was an Elephant. (And I know this replay is a 4v4 MLG match but I think the basic concept can be applied for less competitive game modes )
I'd like to hear your opinions: Is it beneficial to the gameplay experience to have a light tank destroyer that seems to perform better at its job than it's bigger T4 counterpart while being cheaper to tech, produce and be more affordable to popcap while having added utility of artillery barrages and being easier to replace losses along with better mobility. Also it's ability to render even axis lategame armor vulnerable to being bursted down by spamming the SU76s instead of going T4 for lategame TD is a bit peculiar. Especially when the T4 counterpart might perform worse against the lategame armor. In: COH2 Gameplay |
Thread: Example replay for thread26 Mar 2018, 11:35 AM
Example replay of efficiency of SU76 even against late game armor. In: Replays |
Thread: no Counter for OKW and Wehrmacht Tank destroyers22 Mar 2018, 21:36 PM
And my point was questioning the part about T34 being in T3 having much to do with majority of people picking T3 instead of T4. In: COH2 Balance |
Thread: no Counter for OKW and Wehrmacht Tank destroyers22 Mar 2018, 21:24 PM
If memory serves back in the day when T34 was in T3 it was really bad, penetration was worse and it didn't have the huge hull mg buffs so anti inf damage relied on lucky shots from the main gun. Best use was for ramming things. The reason people went t3 was for the T70 mostly which was extremely potent squad wiping machine and the goal was to close out the game quickly before late game axis armor started to pile up. (or rely on call- in meta after t3) Also the T4 didn't require T3 and all the units T4 had were very situational/weak. In: COH2 Balance |
Thread: My observations on development of balance discussions16 Mar 2018, 08:57 AM
Speaking of quality posts An interesting read with a lot of good points. (But I admit I'm having a hard time watching clips of Jordan Peterson without getting PTSD flashbacks to the Cathy Newman interview) Out of curiosity might I inquire what do you study / do for a living? In: Lobby |
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Latest replays uploaded by SweetrollNearTheDoor
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VSSweetrollWerfingInAGoodSpot Red [S.T.A.R] Bleckdragon Assasin314719643 [Phoenix] ЯUSSIANS ARE GODS MIYUKIAOIExample replay for threadby: SweetrollNearTheDoor map: Steppes1-900
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That warm feeling when Jackson hits the good spotby: SweetrollNearTheDoor map: Lienne Forest1-816
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This is why Goat Sacrifices for the RNG God are necessaryby: SweetrollNearTheDoor map: Minsk Pocket3-1,377
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VSVodka & Seliodka xcngray rpm2014 Syberia Red ArmyDoomcloud [DT] Barka SweetrollWerfingNearTheDoor DasReich1-900
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