good post. SOV should retain their ability to not tech beyond T3 and still be viable.
although I feel SOV T3 might be too cheap. maybe raise the FU cost to 100 and lower T4 FU cost to 100.
I don't think Penn nerfs would stop this from happening. By the time German heavy armour comes out, so does Soviet heavy armour. I mean SU-76 will still have a long window of use, just not the whole game that's all.
I think we can conclude that, as many said 2 years ago, both Sov and Ost commander trees are FUBAR.
OKW and US commanders are okay because Relic didn't make them with the thought of milking commanders for money as blatantly as they did with Sov and Ost. (all the butthurt lol)
Alright, then would you feel better if SU-76s came later but everything stayed the same? That seems to be the message you're giving me. I wouldn't mind if T3 was pushed back by 10 fuel or something since M5 and SU-76 are problem units, but there is really no elegant way to push SU-76's back too much without crippling SU. Nerfing them would spell disaster as they would be locked out of a reliable TD until they have enough fuel to afford their most expensive tank in the last tier. I feel like the design of SU in CoH 2 doesn't leave a lot to work with. For now, a scaling TD that arrives mid-game might just have to be a thing that Axis have to work around.
But timing for the SU-76 is a little off-topic, so I will leave it at that.
I think in the last patch , Relic has broken the fundamental rule of balance - if you're making big changes, go big. They've changed a lot of the roles of units when it comes down to the narrative of the game and timing, but forgot to change a lot of the stats of the stuff they've changed, so it leads to the current M5/SU-76 situation we're in.
I feel the easiest thing to do is to make the SU-76 a purely early-midgame unit. That is, a unit that can deal with P4s and nothing heavier than that, with barrage being a bit more accurate too (so give SU-76 ZIS stats for barrage). People are still going to build SU-76, and it is still strong early to mid game, but leave it to that really. (IE a Pennetration nerf, a range nerf would hurt the SU-76 more than a penn nerf)
In most strategy games you find, if a unit can be spammed, its because its really good at one stage of the game, but its really limited in others/has reliable counters. If the latter doesn't happen, then we call that unit broken. The most famous example is, of course, zerglings.
I have no problem with T-34-76 spam in the past, I had no problem with M10/M18 spam in CoH1 but yeah, I think talking about the SU-76 in this discussion is kinda derailing your point a bit because it is a controversial vehicle, but I mostly agree with all your points.
We need a Karma system so I can negrep this guy everytime he posts. The Caps lock is real.
Where to start?
Side story time (completely exaggerated but i've given up replying seriously to you):
In Nabarxos' Alternate CoH2 Universe
Just no, please, no
And the SU-85 isn't even expensive. And you've got cheap multipurpose mines, so to say you don't have any counters is a bit rich.
Also ever heard of flanking? You should try it sometime
anyways what you just said is stupid,you just confirmed how little you know about balance and equality yet demand a units performance to be nerfed CAUSE its doing its job.
Firstly, I doubt you even have a 10k 1v1 rank, secondly, ppl ask for nerfs because its doing its job too well.
^Even in Canadian game there is stronk soviet bias ^^
I've been playing WoT and WT for waaay too long.
One thing I do really hate tho - squad spacing. It makes squads way too vulnerable to SU mines, I've seen full health squads get gibbed by mines. If only things were like CoH1....
But see, that's why I made this post. They're supposed to begin countering Axis late game equivalents in numbers. My lengthy previous posts aside (which I think justify 2-3 SU-76s vs. 1 panther nicely), 2 SU-76s cost 150 fuel. In a head-to-head engagement with no flanking or other tactics whatsoever (in which the SU-76s cannot do and the Panther can do), why shouldn't they be able to fight back against a Panther's 175 fuel?
And Tigers... Truly, they are more vulnerable to SU-76s than a Panther due to their slower nature, but I would attribute that to a Panther's overperformance as well as the fact that those two hold different roles in combat. Tigers slowly break through a line while Panthers use Blitz tactics. TD's of any type, not just SU's, are better against the former than the latter, so maybe if you see SU's being spammed, a strategically sound choice would be to withhold from Tigers.
I actually really doubt any amount would help against an Elefant though.
Well, that would be true in the previous meta and timing of units, if the SU-76 was in the TD building.
But now, what you have is the SU-76s dominating the Panthers in every engagement in 1v1 maps which are smaller.
Also Fuel, considering the timing of units and cost of teching to these units, is a bit of a miscomparison. It costs a lot more to build your first panther than your second, just as it costs a lot more to build your first SU-76 than your 2nd or 3rd.
That and with the strong T3 soviets get, they get to tech/build SU-76s a lot faster by pushing the Germans off the field.
As an Early/midgame vehicle, I feel the SU-76 is far too good for the time when it arrives. I think vehicle balance should be more framed by pop cost, fuel, role and when it arrives on the battlefield.
CoH2 has too many bullets too, the mgs would never fire that many in a burst. We should focus on the real problem at hand which is bullets. Tone down bullets, replace soviet grenades with potatos, and tone mp down to 3 per minute and we have ourselves an esports.
Why not just offer a AT rifle upgrade to Grens and Volks that would give them a moderate increase in AI performance as well as the ability to help stave off light vehicle rushes?
Volks Light Anti Tank Package: 90 munitions upgrading the squad with 3 AT rifles and enabling the ability to lay light AT mines no truck required
Grens Light Anti Tank Package: 60 munitions upgrading the squad with 2 AT rifles and enabling the ability to fire the panzerfaust at longer ranges BP 1 required.
Your unit is becoming so versatile its becoming Soviet. ^^
Well, I'm against TWP on the Stug, especially now heavy tanks have been nipped back, but barrage? On a gun thats primarily AT? I'd have to say no.
With heavy tanks limited to 1 per game, I think having the ability to stun heavies is silly, or extra enhancements to kill heavies too. Its once again a case of Relic not considering everything before making big changes to gameplay.
IMO, just get rid of TWP from the stug without any replacement, and if it needs it, give the Stug a slight buff in stats to compensate.