The k98 is fine it actually the ST44 upgrade that is problematic. The weapon does not follow standard weapon profiles (as other weapon upgrade also do not follow)and increases the far DPS of the unit (although slightly) while vastly increasing the mid and close performance.
That upset the balance against other mainline infantry like riflemen and conscript who are meant to have an advantage in mid to close ranges...
Long range DPS increase from 1.93 to 1.99 for 60 munition. Quick, someone give a 3rd LMG for rifles to deal with these.
If you truly believe this, you are either delusional or completely clueless.
The only things that the AVRE does better at than the Sturmtiger are:
- is lining it shots better so that it avoids hitting ground
- Costing less fuel (140 FU vs 160 FU) but more manpower
- Firing a bit faster
- (the Sturmtiger getting decrewed while reloading is actually an abusable bonus; not a penalty)
Its not fires a bit faster... its rapid fire compared to ST.. and its gets faster on vet1.
STs manual reload is a great handicap you all underestimate. You have to pull your tank back from the front and start the reload manually. With AVRE, by the time you pull you tank back, its already reloaded.
Who cares about being decrewed during reload? no one reloads on the front anyway... you need to pull back, which makes AVRE basically able to fire twice as fast in practice.
I respect your knowledge of stats, but if you play a couple of matches with SturmTiger, then you play a couple of matches with AVRE, you will see what i mean. The auto-reload makes everything so simple.
ST can fire through obstacles, its true, but in practice you will notice, its rarely an advantage. How many times you had the opportunity to fire through a building with that range, being unnoticed. Usually most of the buildings are already destroyed.
In squad-wipe the two unit is pretty much the same... i dont know the exact stats for both, but check out the video i have uploaded. Who cares with the details when you see these results.
TL;DR:
Auto-Reload for AVRE in practice allows it to fire twice as fast than ST. The rest of the differences are only in minor details, happens rarely in a match.
Fix schreck... give them back for volks, or make it 60MU for spios
No need to introduce a new unit, to fill the purpose of an already existing but broken unit.
I actually really like the feel of shreks on sturms. Volks being fodder while the skilled veterans are overworked and in short supply is good with the lore of the okw as well as removing ye olde obervolkdaten capable of countering literally anything they got into range of.. It forces diversity (not just 11 volks squads..) and gives sturms a nice bump in vet gain. But due to Sturm squad size and cost coupled with lower alpha strike (vs pgrens) it is a defensive armament. This is good, AT should rely on planning, use of mines and such. Now if they can somehow address rifle terminators balance will be closer yet
Sadly, in practice, no one build additional Spios to get more schrecks. You maybe, just MAYBE upgrade the one you start with. Your army wont be more divers, when you running with the only spio you start with.. just like before. 90MU schrecks are overpriced, and spios are not the right unit for this weapon imo.
Also schrecks were never meant to be defensive... it doesnt make much sense imo...
If someone has the fuel to unlock T4 and build a T34/85 why shouldn't they? If they do it early that means they've skipped all other fuel investments. If the enemy does not take advantage of that then it makes no difference when the 85 comes as the game is already won:/
The CP locks the tank itself after a certain level, but if you increase its price you also increase the time between two T34. In other words CP determine when the first tank hit the field, while price determine the frequency you can pump out another one.
In case of the T34/85, you can skip the T70 light tank and the whole T3 to go for the T34 immediately. Its effective against both infantry and tanks, its somewhere above a P4 but i can reach it just as fast. Its too easy to get your first T34/85, i think it should be also locked behind CP8, where OKW ostwind is btw.
Skipping the T70 means nothing... all it require from you is to handle axis light tanks. 222 in case of OST, and Luchs in case of OKW... Guards can deal both, and T34/85 is in the very same doctrine. Guards Motor doctrine is easy mode imo. Because of Penals w/ flamethrower, because of Guards, because of the multirole T34/85 and its price, and because of the mark vehicle ability.
If you would make Tiger a 0 CP ability, and put it in OST T4, you would see it more frequently than now.
This commander is the one and only choice for all soviet player. Contain everything needed through the whole game, and single handedly the most powerful soviet meta atm. I personally think, it should be rebalanced a bit.
Simply you go double penal, upgrade them with flamer as fast as you can.
Optionally you can build a sniper for extra fun, or simply build fuel cache.
Then you go double guards, upgrade them with PTRS asap.
You can either go for fast T3 and T70 if you had early game dominance...
..or you can go directly for T4 and build T34/85
This is it. In the rest of the match you only need to follow the obvious rules: unit preservation, build fuel cache when you can afford it, spend munition only on vehicle button and mark target vehicle.
I think this build order is the most fail safe, if not the most powerful soviet build order. Basically because T34/85 can be reached too fast. It should be locked behind 8 CP minimum (if not more). Also T34/85 is a replaceable tank, pretty fast so it can flank easily and perfectly good against any infantry too.
The other problem is Penals flamethrower upgrade. It makes the unit too strong. I wish Volks would have flamethrowers instead of SMGs.
And finally how veteran Guards literally snipe infantry models...
CoH2 is an easy mode for allies now, while a constant uphill battle for Axis. This is the result of a biased allied lobby imo...
UKF and USF infantry dominates any kind of axis infantry with double LMGs and terminator veterancy
Soviet do the same with Penals and flamethrowers
Light tank madness favors allied factions too
OKW must rush to T1 in order to survive against other factions T0
While other factions like USF receive T0 satellite guided mortars which they were never needed
Raketen is still garbage, constantly hits ground, inaccurate crap. I would rather pay 320MP for it and see it locked behind T1, but let it be reliable.. instead of this...
Multirole medium tanks like T34/85, Shermans, Cromwells are cheap, easy to reach, do perfectly fine against infantry (especially 4 men axis squads) and due to the rear armor nerf they do fine against most of axis tanks too.
Axis have no proper medium tanks, P4 has problems, Ostwinds has problems, Panthers has problems.
OKW still unable to build observation points
XP gain is still broken through the whole game. Allied infantry can reach their terminator vet3 in no time, while some okw units you never see above vet1.
There are no axis elite infantry. Obersoldatens are die fast overpriced garbage.
The only point where axis had clear advantage was the lategame tank play with heavies like the KT. This advantage was decreased with allied TD buff and rear armor nerf.
It not impossible to win a game with axis, but you must play well and it will be a constant uphill battle for you... while with allies you dont really have to break a sweat, just follow the basics of the game: use cover, retreat, capture points, etc...