I remember WBP feedback requiring a copious supply of replays for each suggestion. Why shouldn't the same apply here? I'd like to see some replays or casts where the Brummbar is over performing.
Most casts are made for 1v1's, which practically never see a Brummbaer. They often are an issue in 3's and 4's, primarily because they wipe AT guns much too easily. The skill shot has perfect accuracy and wipes one AT gun. It normally takes two shots to wipe the other AT gun. Also, it's much better than the Sherman dozer, in spite of having similar cost.
IIRC, Relic buffed it a lot because few people were using it. The problem before wasn't so much the unit itself, it was the fact that it was at the end of a stupidly long tech tree. They should have just made T4 more available.
Ok so I'm not the only one whose Stuart drops literally like 2-7 infantry models in its lifetime. Flaktrack in my experience actually does really well against scout cars as long as you get the autocannon firing fast, and I have heard that it can finish of a luchs (how reliable is that though?). I really love the m20, but paying 340 manpower and 70 muni for a car with a .50 cal really does hurt.
In the replays from the GCS, someone got to 9 kills before losing it. I used one in a randumb 4v4 and put it in front of someones MG42. It fired on the MG42 for probably 30 seconds before the player realized that it was firing at him. He then retreated without losing a model. That was at point blank range. Don't try that if the MG42 has the incendiary rounds. I don't get that many kills with it now.
The only time that it seems to make sense to get a Stuart is if Ost has a flamer halftrack, and then its job is just to keep you from bleeding too much.
The Brummbär is still a rare sight due to being a T4 vehicle and the 150 fuel usually being better spend on a generalist tanks instead of a sole Anti-infantry assault gun.
However, once it has the needed support it can unfold its full potential.
"Attack ground" is the magic word and here is how it works:
Under normal conditions (no attack ground) the Brummbär will aim at the place of a unit's current position and fire on that place. The unit will have usually be gone by then thanks to the low projectile speed and even when it hits, it will often just hit 1 model (which usually is far away from it's own squadmates).
Using attack ground you can predict the units movement and shoot between them, hitting multiple models at once. This is possible because the Brummbär has almost pinpoint accuracy due to low maximum scatter.
For comparison: Brummbär has 2.5 while the 105mm sherman has 4.80 with lower AoE.
Using teamweapons and cover becomes obsolete and even AT guns die to the 60 range bunker busting charge (1st shot always goes straight into the middle).
Other uses for attack ground: Place behind shot blocker so AT gun can't hit, lob shells onto mortar pit. Kind of fun when playing against Brits
Late game it is really bad having to face it as USF. Most people charge in with the first shot being the bunker buster that wipes your first AT gun, second and third shots wipe your other AT gun, after that you have to decide how many rifle models do you want to bleed to try to force it to retreat. I wish they would nerf this to similar performance to the Sherman bulldozer, but I'm sure that won't happen. Someone will come up with some spiffy reason why the Brummbaer needs to be better.
Sappers and REs are not cheap lol? That is why Smith suggested a 50% faster repair rate for Sturmpioneers since they cost 50% more.
Could we pay 50% more to upgrade RE's to an equally effective combat unit to the Sturmpios, one that can lay mines, make heavy barbed wire, get a no-side-tech-cost shrek, and put away mine sweeper when not needed?
I have been using it to great effect as part of a build which i have used to beat Talisman, Barton and a number of other good players. Its very good partly because it suppresses infantry on the move and can counter 222's. I have also used it to finished off a couple Luchs' with it.
Back it up with a zook or 2 so it cant get circled by a 222/luchs. Then use it like the best mg in the game.
Well, your point is much more understandable now. But you have to keep in mind that this is the result of many patches trying to make brummbar a viable tool in 1v1.
What would you propose to acheive these 3 goals at the same time:
- make brummbar less viable in 4v4,
- make brummbar more seen in 1v1 - accessibility is the issue here IMO,
- keep it as a better late game choice than stug e in any game mode?
Ost should have had a tier structure like Soviets. One less tier to Brummbaer would make it a lot more accessible. Making it badly OP once you get it just screws over balance on 2v2+.
I really do feel that axis are overperforming this patch. Haven't won a single game as allies today, even when we played unequivocally better, and haven't lost a single game as axis.
Matchmaking has been really weird lately. I've mostly been playing Axis (love those cool uniforms in this patch) and have had days where I either get really bad players or top 100 players who are going to beat me regardless of any balance issues.
At some level, I don't mind the maxim nerf because before yesterday's patch, most of the people still playing Soviets were building at least three maxims, which can be really annoying for OKW on some maps.