Thanks. But is that IS 2 a must? Or is that any other good ones like T34-85 that can stay at the frontline soaking up the damage while SU76s keep shooting. YTD I did focus fire on the Panther - the major mistake was that I put the 2 SU76s together so they got pass by the Panther at the same time and cannot react.
Just wondering if T34-85 will actually do a better job as main armor, instead of relying on a single IS2 supported by SU76s. I like ISU 152 but I think for my current PvP skills and experience it will get destroyed very quickly.
After the first match I played 4v4 as OKW in the same map. Won with ease - the Panther + Volks blob + support gun can handle almost all situation... SIGH
It's hard for me to explain to you in words, but basically you don't actually want a tank to be doing the spotting, you want a conscript squad or some thing survivable but expendable and can slow a tank or threaten it if a panther or some axis tank comes rushing through the lines. Imagine you have a conscript squad or two in front spotting, your su 76s in the back and your is2 in the middle. So in a scenario where E.g. Panther tries to flank your su76, your is 2 in the middle can come in between to screen it while your su76s kite and your conscripts snare it with an at nade.
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technically it does have a throwing animation, but it's very short. If I'm reading the stats, right, the throwing animation is only .25 seconds.
Note that there are other grenade with a .25 seconds throw time, but those grenade are usually used by elite troops with a 1.25 seconds fuse. If I recall correctly, the other "quick" grenades in the game are shocktroopers, guards, panzergrenadier, Fallshirm, ober, and commandos.
Shocktrooper have the fastest explosive grenade in the entire game, in terms of throw time and fuse time. IIRC it's .25 second throw time with a .75 second fuse. Most people seems to be not aware of it since Shocktrooper do well enough with their ppsh.
I think the incendiary grenade would have been better on the sturm. Right now the grenade is still instantaneous at close range. Giving it to the sturm wouldn't have change the balance too much since the sturm are already good at close range.
Exactly, even with a short throw time there is still a fuse, however short it is. But in the incendiary grenade's case, I shit you not, the audio warning actually comes at the same time as the grenade's explosion. Give it a .75 second fuse and increase its explosive damage back to 20 or whatever. That way people who don't pay attention still get punished, but still make it possible for those who pay attention to avoid the grenade without losing half squad health. Not to mention, average human reaction speed is 200ms, throw time is 250ms, so 50 ms to move my squad?
You're not even supposed to use volks as a jack-of-all trades unit. They're basically the meatshields for sturmpioneers to close in or until you get a more specialised anti-infantry unit from call-ins or tech structures. |
The problem is not incendiary grenades being too strong, its just that they leave close to no time to react. Hell, even if I do react in time, my high ping almost ensures that everytime an incendiary grenade is thrown, i lose close to half of my squad's health.
To me it's just an anomaly in the logic of grenades, all grenades leave time to react. Bundled grenades, molotovs, and others all give at least a window of opportunity to dodge them. Why is it that the volk's incendiary grenade have such a throw time, and no fuse to boot? Not to mention they don't require teching to actually reach.
Yes, they deny cover/buildings. But should they be good to the point where in a 1v1 between a fight between conscripts in green cover and volks rushing them, the volks squad actually wins because of one incendiary grenade that I have 1 second to dodge with 250~ ping? |
2 SU76s are more than enough to counter a panther with sufficient micro, when you use them as kiting tools (meaning keep them at max range, so that panther can't close in, but you can continuously fire at the panther). Especially when you have an IS2 to soak up the damage, you might lose the IS2, but you should be able to take out at least the panther if you focus fire on one target.
When attacking an OKW base, try to just use your SU76s at a distance attacking ground where the HQ is, or spotting with infantry. |
Honestly feel like the problem is its lack of micro required for it to have an impact, as Australian Magic said, the OKW player places it next to his med hq, and has it suppress and drop models any time its in range not even needing to handle it unless enemy squads are nearby, while Mr. Allies is busy microing his ass off splitting his squads to avoid getting everything pinned in one shot. |
Imho, either its autoattack needs to be toned down, or it needs to be made more expensive, while 660 MP for 2 leigs is a hefty investment, they basically mean an auto win for the OKW in any engagement within its range.
My only complaint is that people who buy leigs are probably not even aware when it wipes a squad, it should require micro, however little to be made effective. Maybe set it to permanent hold fire, and will only fire when you specifically command it to attack a unit or barrage a target? |
Assgren blobs suffer from lack of at snares, so rushing out a light vehicle will probably cause players like these to select everything and force retreat. During this time, spread across the map, set up 1 or 2 fighting pits and watch as he mass sprints his ass grens then immediately retreats them. Just watch out for his scout car and pak which will probably come earlier too.
OR
Tech grenades and laugh as he helplessly tries to dodge them with his blob |
I think the best way is for take aim at vet 1 to be removed entirely, and vet 0 ap rounds ability made permanent at vet 1. |
No idea where you get the notion that the 222 is the crappiest light vehicle, vet 2 and spotting scopes gives it insane vision, and the auto cannon just killing one infantry section model is basically 35 manpower and a trip back to base for healing. In any case, the window for the wasp to do actual damage is only a few minutes before 222 comes out, and fausts can ward off any potential squadwipes. (Well unless you're one of those guys who like to spam assault grens, then you kinda deserve it) Not saying wasp damage is too good, just saying its only potent if you micro it well enough.
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It gives 20% bonus damage resistance to units in its area of effect. Pretty worth the 125 fuel if used correctly because its cannon is still decent against infantry. The damage resistance comes in really handy especially in the current soviet su76 spam you see so often. Having an extra tank to counter that pesky M5 Halftrack is not half bad either. |