Wait, he is saying Goliath is UP?
So we got a valid reason to buff this unit? |
At the moment im really enjoying the sov anti infantry tactics, there is so much synergy between its ability's. yesterday i floated around 300 munis (bcs owning all the muni points) and i managed to force a blob to retreat with fear propaganda , so i dropped a recon in the enemy base and sent a incendiary barrage --> REKT This commander is so fun to use especially vs people who use CAS bcs they often get a lot of infantry (often with blobs) and now you can use (and copy) their strategy against them its like the sovjet version of CAS but way more effective |
That's the problem, it is not an artillery piece right now judging by the stats. As I've said, I would like it to have a defined role even if they decide to make it an artillery piece. But just for the sake of flavor and new mechanics, I would be happy to see it as a real siege weapon. One more thing, you can't really flank with KV-2. If you can your enemy is probably a n00b.
yea flanking is not easy with it but when you can pull it off and at least get one rear armor hit on a tank then it does quite some damage. i think they should reduce the reload time of the kv2 to make it a bit more effective as an arty piece, maybe give it an barrage ability. range and wipe potential are pretty good/decent if you ask me (i believe i even outranged a pack43 but that was on vet 3). But i only played some games vs AI with it in the new patchmod and not vs players bcs there weren't any at that moment so maybe im wrong but we have to see how it works out in the future. still it would be fun if kv2 becomes an viable option bcs im a bit bored of is2s and isu152s |
True, yet it still is a bit lackluster, a su76 can do the job a su85 is supposed to do just fine..
yea i agree on that maybe they should buff its armor and healt a bit to give it an advantage over the su-76 |
KV-2 needs a defined role because currently it doesn't have one. It's not a damage sponge like Tiger and Churchill, doesn't have a good all around gun (also like tiger), it's not an artillery piece nor is it a siege weapon.
Simple and boring solution, make it an artillery piece like Priest. But I would like to see it as a true siege weapon in a manner like this:
It should set up and enter siege mode in friendly territory to be able to shoot, it also locks the territory down. Then, it should fire a big explosive shell (something like AVRE/Stiger) or an AT shell. The type of the shell is decided by the player. A manual and long reload is also needed.
Fix KV-2 and we're done. Supply drop is OK if you ask me.
For me the kv2 has the role of an mobile arty platform and infantry wipe machine, a job at which is pretty good if you ask me. maybe you must see the kv2 as a moveable ML-20 howitser, bcs it has quite some range certainly in the inmobile mode with vet3 you have a lot of range. less range then a howitser of course, but you have the advantage that you can move the kv2 while your ML-20 can't. It can also be effective vs tanks if you can flank but thats it. |
JP4 alone counters SU-85 by itself. SU85, has trouble penetrating JP4, other way around we see a JP4 pennetrating a SU-85 with ease.
The fact that there is a unit that counters the su-85 a bit doesn't make the su-85 useless as late game unit. The su-85 is still strong and good enough to scare of tigers, panters, kingtigers or whatever other tank. At least for me |
*ahum* SU-85 *ahum* |
Hey All
Longtime lurker, first time poster.
Recently, I've come to love the Soviet 120mm Heavy Mortar. It does a lot of damage, yes, but it also offers so much utility to the rest of my army in the form of its Flare and Smoke abilities.
A typical engagement would be Flare first (to see what I'm dealing with), then smoke their ATGs and/or MGs, and swarm forward. This way my Conscripts or Tanks can close the distance to the enemy and I can either emerge from the smoke in a hail of bullets or take effective cover before the smoke dissipates.
What are some of your favorite unit abilities in the game and how do you use them effectively?
Believe it or not but i like it that SOV tanks can cap points. there are countless games for me where a capping tank saved my day. for example if someone bunkers down completely around VP's then i just go cap it a tank, gl with suppressing my tank lol. And at that one moment that you are one vp away from winning but then the enemy is capping the point and you have no infantry. BUT WAIT MY TANK CAN CAP -> blocked the guy from capping by counter capping with my tank GG i win.
also a capping t-70 is really strong, you can easily harras the enemy lines and if you also enable its spot ability then you can see the enemy come and make sure you run away quickly if they come. |
I have a better idea.
Now, that OKW have no penalties and STILL cheapest teching in game(cheaper then USF with considerably more powerful units in the tiers, especially schwerer HQ) with most benefits, why not put additional benefits of trucks(medics, rep crews, ZE GUN) as side upgrades? yea agree I said also on one of their forums already i hope they will do that |
question what about the 3% harder to hit bulletin is it worth it? and the accuracy bulletin does it only affect at-partysans or both or only the regular ones? bcs it showes a tank hunter partysan |