SU-76 is fine as is. I see them regularly used in team games and they are effective for their price - just like StuG III. However, they become less effective in the late game as do StuG III. In that situation you have the best TD in the game the SU-85 with free spotting commander map-hack to spot for your mortars, ZiS and Katy's.
If you are using SU-76 it means you are being outplayed and couldn't afford T4 SU-85 beast TD, because the enemy has prevented you from obtaining the necessary resources to supply your Army. In that case, well played to them as Soviet is the strongest faction in the game rn. |
First, let's see what is needed for medic in factions.
Soviet:
Headquarter: 200 MP
Ostheer:
Bunker: 150 MP for bunker + 60 ammo
Infantry: Veterency 1 + 10 ammo for each usage
OKW:
Battlegroup: 70 MP 15 fuel for truck + 150 MP 10 fuel for convert + 50 MP 10 fuel for upgrade
= 270 MP + 35 fuel
Sturmpioneer supply: 45 ammo 3 usage
USF:
Ambulance: 250 MP + 10 fuel + 2 pop cap
UKF:
Medic squad: 180 MP + 30 fuel for Platoon upgrade and 180 MP and 2 pop cap for squad
= 360 MP + 30 fuel + 2 pop cap
Infantry upgrade: 45 ammo
As you see OKW has a hard time reaching free medic and needs a lot of resources and time.
UKF can get free medic after squad upgrade so they haven't issue.
Ostheer need a unit in base to build that bunker so it takes time.
As you see for the soviet it's easy to get medic.
USF is easy too. also, they have powerful medic (ambulance is powerful and it worse 10 fuel).
For UKF if you go medic it's hard to reach and if you go infantry you get it easy and you don't need even MP but harder to macro so they are medium for that. (in my opinion, it's still easy)
Ostheer has medium timing and resources. ( As I say free medic not 10 ammo for each use ) I just don't understand why I need to use time for one infantry to build bunker. other factions can get it only from upgrades.
Imagine you need to retreat most of your troop and for medic, you have to waste a lot of time and the other players can push forward while you do that. keep in mind Ostheer is defensive in the early game.
For balance I suggest an upgrade like infantry section to get a free medic, instead of 1 veterency and 10 ammo for each time.
OKW has a very very hard time. if you need a medic technically you should skip mechanized.
There is no way to get medic for free only. if you go battlegroup you get access to support gun and mg (without mechanized upgrade) so I understand why these resources are needed, but why there is no other way to get only medic for free?
35 fuel is too much for medic. I think for balance this it's better to make medic in headquarter too. or at least make it cheaper for medic only and remove mg and support access for this.
If you want to go mechanized and free medic, you will lose a lot of fuel and since you have very expensive tanks, you will lose for sure
I think that's why OKW is weaker. usually, players go to battlegroup and they don't have a light tank. they should wait for panzer 4 and need a lot of macro and experience to handle enemy light tank with short range AT and panzersherek upgrade.
In the early game as Ostheer, if you are being pressured hard and find it absolutely necessary to hold onto ground (Hitler madness) then drop in medical by plane (Luftwaffe doctrine) or use Grenadier Vet 1 heal ability and sacrifice munitions to heal in order to hold your ground.
As Ostheer you must counter-attack early, if they push you, make sure you have something in reserve to counter push or attack and cap in other areas of the map. Again, this buys you time.
As OKW simply use Sturmpio Vet 1 ability and drop medical supplies on the ground for instant healing.
I can't see the issue with what you are saying - every faction sacrifices in different ways.
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I don't think it matters now sire.
Whenever I play OKW, I see US 3 rifleman blob or Soviet's 3 Penals blob or Infantry Section 3 blob.
Whenever I play USF, I see 3-4 Volks blob.
They melt MG like a rear echelon, pioneer. LOL
Maybe it's just it for level 16 above rank.
Since you are in balance forum - I assume you are losing to your enemy blobbing his infantry? In that case, when playing as OKW what are you doing to counter it? Blobbing back? or sensible option like spreading out and capping, place mines and play hit and run style?
If your enemy is blobbing, they can't be everywhere at once. Saying otherwise rules out blobbing. |
250 munitions, doesn't do a lot, doesn't cover a decent enough area either. Cost should be reduced to 200 munitions to be in-line with cost vs performance. |
Couldn't have offered more of an obnoxious tone even if you tried there, could you?
To OP: if you would like to keep trying with StuGs - which is a valid tactic and even one to be respected, as it's challenging - you can try using commander abilities to bolster them. Commanders with Riegel mines (including ones that get those via the 251 Observation Post ability), spotting scopes, infantry camouflage (for extending vision range for StuGs without that getting noticed), etc. You'd still need to disrupt vision for opposing TDs by forcing their infantry to retreat (and by using the StuG vet1 ability), but at least something to try.
Thanks for the tips. I actually tried Riegel mines yesterday and they work wonderfully well against TD's, especially when they get greedy and try chase you for a kill. |
StuGs aren't TD counters because they have less range then any other TDs. On open maps any half decent player will be able to kite StuGs.
As wehr you either go pak wall, Panther or elephant. As a more usual counters you could use pak43 or hull down, because hull down increases the range and StuG might be able to fight back.
But don't be like imperial dong with his StuG fetish. It's a good unit, but it's not an answer to everything nor it should have equal ground with other TDs
Agreed, for 280/90 it does it job extremely well, at the end of the day I think I need to learn how to use Panther's. I just really wish when they designed this game they made StuG III tier 4 Tank Destroyer for 460/140 or whatever. I don't love the StuG, but it was the Germans best TD of WW2. |
Double pak 40 will do better then Stug against TDs. Especially against m36. Jacksons will kill stugs quite easily
Try to bait the Jackson into a mine or a shreck ambush or 2x pak 40. It's easier said than done, but that's how you do it. Definitely stop using stugs against it
Do you simply persevere when the Pak40's get bombarded with artillery? If the gun isn't destroyed, I can recrew for them to be bombarded again next time. Do you manage to micro around the arty? I used to like Pak38 in COH1 because it could cloak until 1st shot, but with the the new Russian recon abilities they are sitting ducks to artillery. Artillery, Land Mattress and Katyusha specialise in killing crewed weapons. |
Get a screck blob.
I've tried, they get rekt. |
What mode?
All modes except 1v1. |
I need advice, I can't handle it in the late game 30+ min, I mainly playing Soviets. DPS from multiple Su-85 isn't enough cause they use loss blockers or retreat at any threat. Mines also doesn't work cause I can't put it in neutral ground and players never overextend their Sturm. The problem is constant resource bleed and I can't bleed my opponent more effectively.
Two Zis AT Guns, that have superior range. |