You are changing it's role. SU-76 is not meant to hide and wait, it should constantly move with infantry to aid them. There are better ways to make it more useful.
And why even remove tracking? 76 doesn't have focused sight like 85 does. Tracking seems very reasonable here.
The nerf to tracking basically made it a giant waste of munitions. And the issue is that there is exactly 2 useful Assault Gun's in the game, the StuG III Ausf E, and the Sturmtiger.
The StuG III Ausf G and Su-76 both preform anemic in their anti tank and anti infantry rolls and both need to be given some sort of specialization or advantage rather than both just being shit at everything.
The SU-76 being able to take on armor ~sometimes~ would at least make it useful as a multi roll vehicle and artillery piece, and considering Soviets have enough squad wipe shenanigans as it is I thought improving the SU-76's performance against armor was more useful. |
Umm..... watch Lenny
Possible for 1 player =/= able to be pulled off with regularity. With 0 trucks deployed you will be hurting for CP's and have no shreks. |
1. They have slighly better close dps cause of ppsh (8-10dps higher at 0-6range) but from 10, Guards (without DP) are better than Assault Guards so how Asssault Guards can be better at mid range?
2. You said they are excellent
excellent =/= not total garbage.
Assault Guards would see more use if they were in a better doctrine, but as of now they are lack luster which doesn't help lend lease at all. |
Again what are you responding to? I did not say increase the cost of the CmP I was pointing out that for cost it is too good. I want to see the aura affect only your own units, which would bring the effect in line with the cost. I seriously must sound like a broken record.
It is almost like OKW was built to compensate for its low income, with things such as: (1) limited and few upgrade costs, (2) limited tech costs, (3) bonuses on tech buildings, (4) income boosting as a stock ability, (5) excellent scaling for every unit except Kubel, (6) ability to salvage any wrecks/guns.
OKW is actually the only army that can afford not to tech, because it is the only army with multiple stock units in its HQ, and some excellent call in units.
8 minutes of income, it is almost like the unit has value on the field. Course as OKW how would you spend your fuel, since you cannot buy medium tanks, and all of your vehicles are designed to be able to last all game?
Saying it's to good for it's cost is the same way as asking for a cost increase, which would at least be better than making it only affect your own units.
Again; as others have pointed out in order to be consistent this would require FHQ to not affect allies, the CPIV to not affect allies, the ambulance to not affect allies, ect.
The factions have units in them that work well when paired with the other faction, this is by design and is not unintentional. The C-Panther is a large investment at 200 fuel which means that you won't be facing a Jadgtiger, regular Panther, or a King Tiger for a long time, it's appropriately CP timed and costs 25 more fuel than the regular Panther already.
And OKW call units are either A. Utility infantry or B. extreme late game tanks; the only faction in the game that can avoid teching to it's last tier is Soviets thanks to the way the faction is designed around call ins.
Regardless my larger point still stands, OKW has many tools in the belt to help avoid the resource limitation problem.
Try playing OKW with only T0 units and see how far you get. You need Mechanized HQ to deal with Soviets/USF early game, and you need Obers and P2/Sturmtiger to deal with blobs mid game. The Panther is necessary to bridge the gap to late game. |
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SU-76 is not a tank destroyer. Its role is move with infantry and help them in destroying bunkers and such, as it is written right in the unit description.
It's an Assault Gun, yes, but the issue is that it fails in killing tanks at all while it retains some usefulness with the barrage.
It just needs to be a ZiS on wheels, and the ability for it to cloak and get a stun shot would allow it to better handle enemy armor rather than just being a joke. |
I did not realize that this would cause so much rancor in the forums. I actually thought it might be an oversight that the CmP offered bonuses to allied players units and not just their own. I think Sturmmingbird is 100% right in pointing out the bonuses the CmP brings to the table just for itself justify the price increase, the added icing on the cake of mutliplying these bonuses out to every tank your team owns is too cost effective.
Please don't say OKW fuel starved, you can have a CmP for literally 0 tech costs if you wait for 10 cps. And furthermore my point is for team games where OKW is literally rolling in fuel and resource limitation is a much weaker punishment.
OKW isn't exactly an army that can afford to not tech. And making it more expensive is stupid when it's an issue with call in meta not the C-Panther itself.
And OKW is fuel starved, even with 3 caches at 24 fuel it takes 8 minutes of uninterrupted income to get a Command Panther assuming you don't spend it on anything else.
And you can only have 1; meaning that you can only support 1 armored column at a time. |
Treadbreaker on the IS2 is an awful idea... I hope you realize it means the IS2 would be able to hardcounter all nonturreted tank destroyers (i.e. its own hardcounters) single-handedly?
Why are your Elefants, Jadgtigers, and Jadgpanzers being hit by IS2's?
Not bad ideas overall, but: the officer aura on the KVs aren't abilities, and as such not suitable for vet 1 according to Relic's laws of CoH2. Also, I'd never put my infantry on a tank if that'd mean they'd deal less damage and get shot down faster, when I could also just let them walk next to the tank without the penalties.
The idea of putting infantry on the T34's is to move them up faster and allow them to easier support your tank pushes. So you can move your tanks up, jump off, and secure an area.
And the KV officers only give a small bonus only slightly better than the Sturmofficers, and all the KV's are doctrinal so it's not like your giving Soviets a non-doc officer. |
I still don't understand this obsession with it's mark target ability which A. Can only be used by the C-Panther itself within it's range B. doesn't give sight and C. The C-Panthers reload means it can't 2 shot the Jackson quickly meaning that will normally only happen if the Jackson is charging like an idiot.
The Mark Target ability is best just how it is for Allies, put it on a heavy or large health tank to kill it quickly, putting it on a already fragile tank is a huge waste especially in team games when they will able to replace said fragile tank easier than a IS2 or ISU. |
word.
i mean, it does to an extent, especially seeing as speed would be decreased, i would hope the ability is a fair trade off for the lack of mobility, but i'm envisioning, when i do have to repair my armour, which happens every so often: it's select the tank, disable the sandbags (possibly wait), disembark, shift click repair/crit repair, wait, rebuild the bags praying that the game recognizes it as an entity that's mine, or crew it and proceed with building, (wait) hop in.
almost sounds like a job for RE's, give me more a reason to keep those bastards alive, or not guarding a fighting position in some abandoned corner. :/
what about the 221 and the m3?
Yeah obviously it's an involved process, but when your getting free armor and health it has to be to balance out how quickly USF can get multiple armor units out onto the field.
This would also encourage use of RE's and Assault Engineers, to provide quick repairs.
Like I said, the M3 is fine, it's faster movement makes sense. And the 221 is an Axis vehicle which I'll touch on at a later date. |
only if the t34 turns into a roo with a turret :3 ...
that is2 ability sounds damn powerful for a tank that doesn't seem to struggle finishing tanks, nor really need armour to hold still.
and call me impish or a man of the ppl or w.e, but adding more micro intensiveness to an already often finicky USF crewing system makes me sad, as well as "in combat" triggers are often really dodgy.
it's cool to think it about it though.
what about the scout cars and aaht?
I think the M3 is fine at the moment, as is the AAHT which becomes the best anti air unit in the game once turned on.
The IS2's long reload means that activating the ability would take some time like TWP does on the Pak43 or Elefant, so you could avoid it if you were paying attention and move out of range of the IS2.
And the idea behind the USF vet 1 abilities are supposed to make them less micro intensive by adding additional armor and health! |