the other AT units are scary enough to dissuade trying to squish them. you drive directly at a shreked up pgrens and your tank IS going to lose half its health (making it prime for a supporting squad to snare) while a ptrs squad MIGHT take out 80hp (if it starts shooting in time, and both shots pen), which still wouldnt lower a tank below th threshold combined with a snare.
Not always - very often a player can send even an m36 to simply crush pzgrens and, while it is risky, some players do it really effectively. If you use most tanks or LVs you really can make pzgren retreat without giving shrecks time to aim and not absorbing even a single volley. As an ost player you basically need another unit next to your expensive pzgrens to make sure such things don't happen. It can be a snare unit (better two as one will only drain some health and the other will crit dmg the engine and then shrecks will work – you don’t always hit with shrecks before circlestrafing begins). Alternatively, you can hav a pak to deter such play. But this is the whole point. With a more expensive pzgren squad you need at least one more unit to constantly accompany it to make sure you don't lose 360mp plus 100muni to being rushed and/or circlestrafed. I don't really think it is fair that penals are immune to such play for only 60muni. I would prefer to make Soviets either invest another 60muni into a second ptrs squad or have a snare cons or zis around to make sure you need similar micro/skill level to defend against vehicles. Remember that ost hasn't got sturdy light vehicles, so it also means that ptrs are very often more than enough to simply kill 222 or a flamehalftrack. Imo it is a balance issue – you simply can have a very powerful at squad for very little.
well gosh, we wouldnt want silly tactics like using line of sight to create an ambush to be rewarded now would we.... thats called playing the game properly and at to an extent, outplaying your enemy. if you are rolling your tank armound unsupported around blind corners there is no saying what you will run into, the only thing you certainly wont however is a balance issue.
It is a bit of a manipulation I'm afraid. I do love this game for such mechanics! The problem starts if it is available to only one faction for very little investment. Those satchels are a bit like demo charges in the past. Very convenient if you have them in your rooster, but just silly cause your opponent needs to be 3 times better to have similar results and invest much more resources and use combined arms. Satchel player can spend these resources in other areas – for example, rushing the t70. Imo it is the opposite of what you wrote. Satchels to some extend promote imbalance. You can just pretend it is a tool be used not to be rushed (which again put Soviets in a better position) but also on many replays of often skilled players you see tigers or panthers nuked with satchels by opponents of worse skill. Soviets just don't get punished for overextending their tanks that much and the axis player has to be twice more careful. Also all the manpower and munitions an axis player has to invest in deterring tanks Soviets may use elsewhere.
you seem to think the satchel is free by constantly citing 60mu... you know its 45mu ONTOP of the 60mu upgrade right? furthermore, the soviet arguably have the LEAST accessible AT gun when going t1, as its an alternate tech route (like the usf) but doesnt just sit and build itself nor does it unlock a free squad to make up for the manpower. at any rate, there is no reason that an AT unit should have a shelf life as you cannot "return" it. the PTRS isnt enough of a threat alone and the satchel makes the upgrade worth it and allows t1 to be viable into the late game without t2 (which IS an optional tier) at the cost on munitions drain.
Yes, I know it is 45 munitions. But regular snares cost too! You don't pay for a satchel if it fails to work! 45 munitions for crippling the engine and dealing huge damage is very little. Often it will cost your opponent a vehicle even a heavy tank. Furthermore, Soviets have a very easily accessible ZiS. The building costs ridiculous 160mp and 10 fuel. The problem is that players risk not building it, and not spending the manpower on it and prefer to go, for example, t70 quickly or have many more anty infantry squads on the field. If they do that and they don't want to buy, for example, two ptrs equipped penals, it is their choice. There should be some risk involved. You don’t invest in other AT solutions because you want to win infantry war? You can do that but there must be some risk involved.
Of course satchel makes the upgrade worth it, as it is a very good tool to deal with expensive units for very little, and if you catch your opponent not paying attention, they lose a unit that is like many times your ptrs and penal investment. Opposite armies need to work harder and invest more to have similar results. It is not going to be a munitions drain as you can't miss the satchel and lose 45 munitions. You can only screw up when trying to finish off the crippled vehicle but the designers of satchels made it deal so much damage that one really needs to try hard not to do it. I don’t think an at gun is an optional investment in any army unless you want to take some risk.
you are misunderstanding me. keep the same output as now but spread across another PTRS, less AI retained, same AT output. and again, the satchels are not free. pgrens pay 100mu for being able to deal 240 damage in a blink, 60mu gets you the ablility to deal upto 80 damage per plink. and then an additional 45mu will keep a tank from squishing you. complaining about the cost of the ptrs upgrade cost and comparing it to the likes of shreks is like comparing only the cost of a molitov and the bundled nade and looking at nothing else.
105 mu to throw the first AT satchel, yet you still have to get close to the tank (by your micro or your enemies miss micro) and the ptrs ain shooting while you close. 60mu gives you zero chase potential, no capacity to finish off a tank, no mobile AT outside the close range satchel. you are not looking at it from the otherside at all.
You are underestimating ptrs. The shoot more often than shrecks, are more accurate and deal quite a bit of deflection damage. You seem to be overestimating shrecks, too. Shrecks tend to miss horribly on retreating tanks and it is very often all or nothing. It is much easier to lose a shreck squad as they are a glass cannon. But again you are comparing different units and one shouldn't be a benchmark for another. The price is more important here. I think it is you who don't really look at it from the other side.
covered basicly everything relating to this one above. least mobile hand AT (long set up, no chase potential, not threat frankly) cheap initial cost, high pay per use. satchel isnt free. i think i summed it up there
Well, AT that gives you quite a punch, especially when massed, costs very little, but gives you the potential to keep your opponent on their toes the whole match. One mistake and their tank is gone. All for 60 munitions and losing relatively little ai performance. Best to pay 45 munitions only when it works. Wish the cpu charged me only for arty strikes only if they deal damage. And maybe think what it is like for your opponent when Soviet players do buy a ZiS, place a few cheap mines and support properly with 60 range tank destroyers and tanks. Then the satchel really shines.