The ten range, barrage, and lower price, you mean? If it retains barrage, the lower price, and the extra range, then the SU-76 should not have comparable AT performance to the STUG.
its a vet 3 buff lmao, and it only lets the su-76 have the damage of the zis gun
they can always make it a bootleg sherman with HE if you think the su doesn't deserve better AT |
The SU-76 has basically no stopping power, no durability, speed is not superior to the panzer 4, panther and not even a (vetted) stug, and has no turret.
the 10 range don't justify that a stug-3 has better AT (vet 0) stats than you at vet 3 |
Heavies and engine-damaged tanks won't die to diving tanks if supported. An Elephant, KT, or JT should never be out by itself, and it usually never is; it's probably supported by P4s, Panthers, or similar.
The problem is, in a dive, those tanks are going to need to reverse; even the ultra-heavies. When reversing, they can still give cover to the heavies which are staying behind, since they only need to stay out of the medium/close range of the diving tanks. However, that range places them within the ATO, which doesn't work. So that means they need to either retreat more, dropping cover on the ultra-heavy, or stay and fight at close range, where they're at a disadvantage.
The ability to instantly create a massive 'unavoidable damage' area is overpowered; that's why the delay needs to be increased. That way it can't be used to instantly separate retreating units during a dive, but it can still be used defensively (or in dives where the axis player is playing poorly).
you are making things up to justify your trash narrative, ATO doesn't fall down instantly and you're going to decimate the enemy dive if you have supporting forces. When you kill the enemy forces ATO wont fire at you anymore.
your scenario is an allies outplay the way you describe it, maybe that should be telling us something
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Jesus, and i thought that me wanting a SU-76m rework was bad |
The issue isn't the ability itself, it's the synergy with allied units that makes it absurdly strong. When used behind enemy tanks (especially during a dive), it instantly creates what is in effect a 'wall' which retreating vehicles can't cross. This amount of map control on a single ability is just far too much, especially when the 'activation' period is so short (i.e. the time between clicking and the first shell dropping).
Consider that during an allied charge, Axis tanks will usually need to reverse in order to maintain their armor advantage, since long-range pen isn't great on allied mediums, or because they're being zoned out by 60-range TDs. Reversing, however, places them inside the AT Overwatch, which will result in massive amounts of damage taken. Going forward also isn't an option, as it means being surrounded by allied tanks, usually giving flanking advantages - and standing still isn't much better. Even worse, slower axis tanks can effectively be 'deleted' by this ability, with no opportunity for counter play, or even a reaction because of this 'instant wall' effect.
My suggestion would be to keep the stats the same, but increase the delay before the first shell drops by a significant margine. As a result, it keeps its power about the same, and still works well as a defensive ability, but it could no longer create impassable zones instantly during diving attacks.
you can drive throughout the entire duration of ATO if your tank doesn't have engine damage (or is a heavy tank without blitzkrieg) and survive with quite a lot of health. In this scenario, the enemy is clearly forcing a full retreat on your armor, ATO will do no damage if the enemy does not pursue your armor. If they do, then you reverse immediately, ATO has only enough time to hit each tank maybe once, twice, before your tanks get away.
Heavies and engine damaged tanks are going to die to the diving tanks regardless of ATO, there is nothing you can do here.
forum post diagnosis: skill issue
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the ability is better to be left alone than to be """reworked""" into either being useless or extremely overpowered
It doesn't start dropping immediately, it don't hit under FoW, and basically every axis tank is capable of reversing and avoiding 90% of damage if the engine is not damaged, It ignores non-tanks too. a strong axis frontline will eradicate a lot of enemy troops that try to stall for ATO ramp-up damage.
Don't need to fix what's not broken, but if the forum insists that ATO is overpowered, clearly it is, god forbid something threatens my axis heavy tank TD meta, ahaha...unless |
Can we pls stop with this non argument that "balance team is mainly axis (or allied) players and has bias towards it."
sander93 posting dis |
and by this standard you also regard Sturmtiger to be balanced?
one is a tank that fires from the FoW, does instant, almost unavoidable damage that you cant see coming, the other is AoE which can be seen on the map and mitigated by not fucking overextending and driving in reverse. |
ATO sure is very powerful, borderline to OP, 1 player with such ability is fine, but when you have 2+ players in 4v4 having ATO or similar, its just insane.
although you can somewhat ''soft'' counter ATO with vision denial, escape the circle etc, there is no ''hard'' counter to ATO, that is something worth debating
half the enemy is stuck with stock soviet armor and you still find ways to lose by playing into the enemy gimmick ability
if you stack any ability then it becomes insane lol that's not an argument point |
give everyone a sniper, equalize machine gun stats (less arc of fire and more suppression) for all factions, and generally don't do asym balance on some basic units, unless there's a good reason |