So...your answer is to nerf the only unit that Sov can rely on?
It's far less fun to play a faction that is basically impotent.
Also, no one has really made a case for how the T70 is so mind-meltingly good.
It's a great light tank, maybe one of the best, but why should that qualify it for being nerfed?
Again - if it's so great, then why aren't Soviets more prevalent in 1v1?
T-70 has been a huge crutch for Soviets for the longest time. It is the best light tank overall for timing and cost, easily bleeding your opponent MP heavily. It's aoe in live is so powerful that you can almost routinely rapid-fire wipe squads if they so much as bunch near for an instant (and sometimes even without that!) Even on the retreat 2-3 man squads are not safe from wipes imho.
But it's quite an investment and if you lose it, you're dead. Eg: OKW player who's been desperately fending it off for 5-10 mins will roll you with an auf j.
I suspect it doesn't show up much because the rest of Soviet game is struggling and being predictable by relying on a single vehicle to win against high level players is asking to lose it.
The received accuracy bonus and smoke grenade make them good enough as CQC imo. I do think the HE grenade is honestly worse though, I would rather they had the flame grenade
In fairness, the HE nade is much better for clearing weapon teams in light cover and forcing ppl in green cover to either eat it or move away only to be SMG'd. Pretty nasty outcomes. Worse against garrisoned infantry of course. Prob comes down to personal choice.
I really dont understand why people suggest CB must exist because priest something something.
Removing this ability will only force people to minimal micro input that's it.
I can understand that priest or even sexton are strong but that doesn't mean axis can be braindead comon guys.
If u really want to kill some sextons then just flank and kill it like rocket arty its really isnt that big difference.
Kinda hard to dive through all that tac map viewing, situational awareness, intercepting units, mines they keep laying around, half the army withdrawing just to stop you.....I would consider in 4v4 the trade of 1 auf J/pz iv typical for one spg or vice versa for allied meds vs a stuka/pzwerfer. If they're sleeping at the wheel you can get 2 or even 3 or 4, but that's low ranks for you.
3v3 is better but SPGs don't feature as much there.
If I were to do this more reliably, I'd have to pull some doc specifics like Flares and Invisible Tanks.
I'll sum up my thoughts on the current status of this thread as "I can't hear you over the raining shells landing on my HQ trucks one inch outside base sector in Hill 400. LEFH doesn't exist!"
Thanks, but I thought this is a buff not a nerf, can u explain to me how this is a nerf?
note: "I think the changes to Napalm Rocket ability is the right thing to do because the Stuka take so much time to reach vet 4."
Yeah I remember this, but since it only affect emplacements and vehicles, I am ok with that.
- Veterancy 1 recharge moved to veterancy 4 (-10% recharge time)
- Veterancy 2 recharge from -30% to -20%
The stuka takes longer between rocket salvos now, typically 100% or 80% time instead of 90% or 63% time in live. Vet IV's quite a stretch under normal circumstances, nvm keeping it when they are desperate to kill it. (72% time if you somehow get it, but will typically take longer to get vet IV as you need more time between salvos)
Can u explain to me how it nerfed and in which area? because it really doesn't need a nerf, it is easy to dudg, and it is the only
OKW answer against blobs, actually its need a buff not a nerf.
From the v1 change, first post of this thread. It was part of a global themed change to all rocket arty to nerf their power levels and make them less activation spammy. And improve their utility features. Pzwerfer, Katy and CalliOP got changed as well. Land Mattress got a fix to its vet II but that thing was hardly difficult to decrew.
Added in later:
EDIT: Do I think it was necessary? *shrugs* It might be better against blobs now, with the vet I napalm rockets o'doom. Won't change how I usually play lategame which is 3-4 squads vs 2 Obers and bleed the former to death.
SPGs weren't changed, but neither was CB LEFH so it's a difficult call.
Make the Rockets hit in a Wide circle area randomly, So its good at saturating areas but not at wiping entire defense lines because it can fire in straight lines, and then it couldnt also retreat path wipe that is always been bs to begin with as on most maps its super predictable.
So basically a Pzwerfer available early?
Weapons team spam is generally a bad idea and tbh it being punished by a stuka should happen imho. Straight lines also make it dodgeable where as a pzwerfer can't rly be dodged unless the target is very obvious and not a weapons team.
In fairness, the retreat path wipe requires some high skill levels to time it just right to have them run into it or the rockets will mostly miss.
It probably made it too good against normal infantry (like non-support weapons i mean) The stuka isn't bad against infantry now but scatter can actually help with groups of infantry since they aren't uniform shape and can retreat instantly
The "laser guided" part makes it easier to dodge stuka rockets for squads but really difficult to avoid with support weapons that have to pack up
Ah right, thanks. Yeah, very often there's a model or two just to the side of the path and thus the squad survives. I can see a bit of scatter in the right direction being a killer
Support weapons have always been good targets for arty (except maybe insta unpack stuff), I'd say working as intended.