The Japanese armies were more equipped to fight with their Asian neighbours than they were with Russian or the US.
If your only response to the European forces is ambush, then you don't have a really interesting CoH2 faction. Don't get me wrong, they were damn good at it, but that doesn't win wars, it only causes more losses.
As Alex said, the Italians, Finns or maybe even the Romanians would be interesting. Now you mention it, maybe include Italians and North Africa. Then you would only need to do so much work Give the OKW an Afrika Korps Commander as well and |
Thread: Karma10 Sep 2015, 03:29 AM
I'd like to see a 'thank you' mechanic which allows users to thank a post (like a Facebook like). Under the post there is a list that says 'the following 15 users thanked the author for this post'. It shouldn't push the thread or something like that, it's just to find quality posts easier.
This
Outside all of the fanboying, trolling and flaming that occasionally happens on this forum (not too much tbh but its obvious when it happens) there are a lot of really good informed posts made here. This would be an awesome feature |
Played around 200 games since they implemented war spoils and only one time got a doctrine and it was a duplicate. You say that like this is BF3 where you can grind sniper class for a day and unlock all the gadgets if you play well but its not even close. Microtransactions inside a full priced game are bad, day 1 DLC is bad, and Relics extra content is not worth what they charge for it. CoH2's DLC is some of the worst in the industry, and nobody should be complacent and accept this as the new standard.
You were around when shit like Sov Industry and Tiger Ace came out right? And the shitstorm that followed?
Far worse than what they're doing now but its still bad.
CoH2 from the looks of things was a game always designed to milk money through its commmanders, THQ wanted to use it to dig it out of trouble, now SEGA's using it to get more money.
How can you run a competitive RTS when you have to grind/pay for key items on top of an AAA price?
Its what turned me off CoH2 2 years ago after playing CoH1 for a year and a half.
BTW, I'm not commenting at your post, I'm mostly agreeing with you. |
SU-76's fought everything, StuGs, Panzer IVs, Panthers, Tigers. For Panthers it just needed to hit the side or rear to kill it. For Tigers, they have APCR and HEAT rounds to increase their chances of a kill. It was less likely, but at close range (APCR) or a good hit (HEAT) they could break through the armour and knock it out. Difference is in real life they only needed to penetrate the Tiger once for it to not become a threat. In CoH2, they need to do it 9 times, so rushing up to close range is a death sentence.
In CoH2, the only tank that can load other shells, apart from maybe Stug (haven't used that for ages) is the M4. (unless if we count abilities) We can't assume they're firing HEAT and APCR.
And even assuming they did fire HEAT and APCR, as you said yourself, they needed to be at close range or get lucky. This is not representative of the current percentage the SU-76 can penn Panthers, Tigers and KTs at "long" range. It may be able to fight Panthers, but in reality, the chance of pennetration should be lower if the Panthers were frontally facing the SU-76.
And the 9 times does add up really quickly, because by the time Panthers, Tigers and KTs come out, 4 SU-76s can come out. And neither of those 3 one shots SU-76s.
The free barrage has existed for over a year.
One should look first to see what other changes may have made the SU76 OP, if it is op, instead of nerfing modifying with their axis/allied biased heart.
Free Barrage was always in the game. I want it in the game too.
If there was anything that made it OP, its buffs to penn to compete with SU-85s and moving it to T3 without changing its legacy stats. Its simply an oversight by relic.
It's not a nerf SU 76 thread.
It's about finding out what ppl think about the free barrage
I agree, IMO free barrage should be kept (IMO it should be buffed for accuracy, I don't like seeing gimped abilities for units which should perform it adequately - its bad design), but something does need to be changed about the SU-76. |
Actually, 1944 was the year more than half of SU-76's were produced. They were used as Assault Guns, Artillery, and Tank Destroyers. I suppose giving it the pre-July StuG's stats would be more accurate to its role.
True, but then again SU-76s were mostly fighting against P4s which were far more reliable and easier to repair than Panthers and Tigers (which probably broke down en route because.... Germans ^^) - that and it had a very versatile role on the battlefield.
ATM, the SU-76 is many things but versatile. Barrage needs to be improved and penn needs to be reduced so it can reliably fight anything no heavier than a P4.
And no, before anyone says anything else, SU-76s should not be taking KTs out frontally no matter how many you throw in front of it. It just feels absurd. |
1. if buff barrage it better cost mu maybe cheap one like 10-20mu
2. no the pen is the only reason it is being use right now, it have less damage than AT gun already 120 compare to 160, maybe low the damage to 100 but leave pen alone, i felt it doing little bit too much damage for its price, if pen got nerf, no one will touch SU76 again.
1. Maybe, doesn't really make a difference either way.
2. No, I'd disagree, if it was good in dealing with P4s, then I'd still buy it, esp if I can pump one out in the first 5-10 minutes as it shuts down any P4 play. That and, if barrage was buffed, it would be a lot stronger early-mid game than it is.
I think rather than looking at the SU-76 as a dedicated TD, which it wasn't really fulfilling by 1944, we can look at it as a early-midgame assault gun instead. |
I've said it in many different threads, but here's what I think now.
1. Buff the barrage (esp accuracy)
2. Nerf the pennetration.
I think the SU-76 should be seen as a long range early-midgame unit rather than a early-endgame TD that decrews if massed and kills KTs.
I'd like to see a barrage buff because there's no sense seeing a gimped ability in the game - why have it if the only way to make it work is to spam it?
To compensate, nerf the pennetration so it can't fight Panthers, Tigers and KTs as effectively as it is, so there is some real hard counter to the SU-76.
And no, before anyone says it is, Paks and Raks aren't hard counters to the SU-76, not when you're keeping the SU-76 back as you should and anyone trying to push with an SU-76 deserves to lose it. |
A lot of the ideas most of you guys are mentioning in fighting SU-76, save the Jagdpanzer 4, are more or less defensive options against the SU-76, which is kinda useless because who wouldn't fight with the SU-76 behind their lines?
Unless if they were silly or confident enough to push with them. |
dont forget that RETs shud hav the ability to build sandbags aside from fighting positions
Yeah, I don't get why Relic picked the route of sandbags that they did.
I mean, maybe they were trying to get away from the old CoH1 sandbags with the Ost/Sov designs... but they completely abandoned that with USF/OKW. Its bizzare to me. |
The best way to avoid arty is to listen out for some heavy caliber guns firing. If you can hear them, immediately move any unit you think is spotted away from the area as 9/10 times, the enemy will try to bomb any concentration of units.
Its a bit like dodging grenades, except instead of looking for windup, you'll get an audio warning. |