Really, current SU-76 situation highly reminde me old pgrens. In old times you need built T2 to get them and after that, they were very costly unit and OH always have better variants to not built them. They were out of timeframe and OH startegies. SU-76 in the same spot. |
SU-85 should remain the same.
SU-76 should be a response unit. Has AT capabilities up to mediums. Has AI capabilities in a sense of barrage to support infantry.
ZiS is ... well, ZiS. Less mobile SU-76 that costs no fuel and has better penetration.
I think SU-76 exists in order to fill in that gap. If you go for penals/snipers, you can go to T3, skipping maxims and ZiS and yet not losing the early AT capabilities.
I think the unit is fine. It reinforces that Soviet versatility notion.
How much did you see recently pro-games or tournament games where soviets go to T1 and SU-76? It sounds nice in theory, but facts says different - you almost never see SU-76 in-games. It arrive in timeframe where you don't need it. P4 comes 3-4 minutes later after T-70. Who in sane will build SU-76 as start unit, for what you will built it? For barrages? T-70 kills team weapons much easier and effective than SU-76 with barrage. Even M5 quad better as team weapon killer. Risky, but at least do its job.
It will be nice to see, if SU-76 will be locked behing special upgrade in T3 and T3 will get discount to fuel. How people do you think will built such upgrade to unlock SU-76? No one. Just more earlier T-70 give much more power and nothing else.
Su-76 lacks role in-game. You can find tons of explanations why it need for SU, but reality says different. It could be a choice, if axis have access to earlier mediums or sub-mediums (like short P4), but we don't have such strategies now.
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SU have only 2 opening: T2 or T1.
T2:
1. 4 cons, 2 enges. It give good map control. DIfference in this openning - 2 flamers or flamer + minesweeper. 2 flamers with Merge give you very strong firepower in early game, especially vs OKW. But you need to pay attention about mines in future. Enemy always focusing flamer, you nedd constantly merging it to save firepower.
2. You can build medstation after 3-rd con or after 4-th. If i lost early pressure i made early medkit.
3. AT grens.
4. You can make Molotovs from start of the game, they pretty good on some maps, to block enemy cover, or make MG-42 to retreat.
5. Use Hoora to go through MG-42 zone. 1-st squad go front, while 2-nd with hoora make flanking.
6. USe Merge to heal team weapons. Use merge to heal your veteran cons by newbie cons.
7. Don't merge shocks (only in desperate situation, to save from wipe), plate armor not sharing. But if you only need raw firewpower, you can use merging, to save MP.
T1:
1. 3 penals. WIthout M3. Good against OH. You only need to be aware about HMG.
2. M3 with flamer against OKW very strong openning. OKW got faust much later than OH. Also, if OH go to aggressive coomander with assault grenadiers and pgrens, M3 flamer will punish this strat pretty hard.
3. PTRS give you time to fight against 222 or flameht. Better have 1 squad to not lose AI power for other penals. But in bad situation you can make 2-nd. ALso you can fully avoid PTRS if you have commander with guards. It;s very strong, but very MP consuming.
4. Sniper good in team games. But it need very good control.
T3:
1. 99% cases you have only one unit - t-70. Against OH you need minesweeper, or you can die on teller.
2. Against OH you can build M5 quad. Quadgun can fight against 222 if you close enough, it will kill 222. But don't fight against 222 on long ranges. Also you will save fuel for your next T4 and will give it much sooner. Very risky against OKW, luchs will kill M5 without any efforts. But if you have good AT support (baby-at guns as examples) you could try it.
Commanders picks depend from personal choice.
I like Lend-lease, because i can call-in M5 with guards on 3-rd point WIHOUT building my T3. It completely ruin any HMG spam. WHile lend-lease guards very good on CQC. Also fuel drops give you very early T4. BUt you must save your ammo, for quad gun on start. That means - no mines, no molotovs.
IS-2 with shocks and T-85 with guards still pretty good like 100 years ago.
Defensive doc very strong option for T1 openning. You don't need buy PTRS, it means your penals always have full firepower. Also Dushka give you crowd control. IF you have enough micro, spam light AI mines.
Some tricks:
1. Plant demo in bushes or behind building (rotate camera to find dead point).
2. Plant flare mines - they cheap, very cheap. Very good counter to falls spam. Also hurt OH pretty good. |
USF officers stock units. UKF doctrinal.
Also don't forget about possibility to get early zook without rak and speed up production - you are really can build any unit in blink of the eye. Ability that can broke suppression from squad also usefull. |
Why is everyone wanting every TD to be "only counter heavy tanks" like heavy tanks are in every game. Panther comes with it's speed and armour and then what? Basically you want to force allies to make zook spams to deal with mediums. Pj4 from OKW (TD) is the same as SU-85 and nobody ever complains about it. It's a perfect medium TD. ~200 penetration with 230 frontal armour and 4.3 sec reload and target size 17.
I just want to make +1 unit playable in T3 not only t-70. Stugs, P4s, panthers and JP4 easily penetrate every SU stock armor. But from other side, each of them have clear, distinct role. And no one will built Panther, JP4 or stug to deal with lonely t-34. Against medium spam or KV-1 spam, why not? It will be good choice.
You can easily see why ally TDs have the advantages they have. They have to go vs fast heavily armoured Panther and often enough Tigers and OKW P4s.
Leave the ally TDs alone. You nerf SU-85, Panthers (stock) roll over the Soviet armoured divisions unless you get doctrinal tanks.
Don't get me wrong, your changes are not bad, just that Panthers which are stock would be much more inclined to dive SU-85 due to the lower ROF. Utilize speed to make SU-85 constantly in "tracking" mode and not firing.
Yea, Panther have speed, especially when blitz become available. But even now, you can easily dive su-85 with panther, high ROF don't prevent diving. Diving means only that SU player make big mistake and not defend its TD by infantry support.
I really like how OST armor is now. Every unit have place.P4 as good generalist, Panther against TD or mediums, stug as cheap AT against almost everything (much more close to ATG on weels than su-76), brummbar to head-on assault and werfer to punish team-weapons spam. While SU plays only t-34 and su-85 almost every game and katy when enemy have too many team weapon. SU-76 don't have place in any timeframe, in any loadout.
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i think mostly of Su76 as a premium ZIS gun.
Therefore i would like to make it more durable against mediums rathen than breaking the SU85 balance.
If Su76 were a little more vulnerable (specially with the rear armor) to small arms fire, it could have as a bonus a "stationary" mode that decreases its target size, ideal for ambushing.
Problem with su-76 that it don't have place in current SU unit roster. You almost don't see it on pro-games and tournaments. Double-zis much more profitable. While another rare unit as M5 (mostly support unit) have it's place like AA platform or mobile reinforcement, SU-76 don't. Especially if you have T2.
If SU-76 have 1 clear, distinct role it will be better for unit. I like how were returned in game pgrens, even ostwind become more playable unit. But unfortunately, for SU-76 don't exist easy way to fix. Any strong buffs will lead to spam, like in old times with free barrage (yea, it was almost useless when you have 1 su-76, but when you have 3...).
From other side, SU have only SU-85 to deal with ALL axis armor from medium to heavy. IMHO i don't think that is good when one unit do this job. Just imagine situation, when you go through T1 and stay behind (t-70 hit the teller from start) - you have only 2 strong options to deal with upcoming P4: build SU-76 or make backtech to T2 and build zis. Backtech cost more MP, but will save your fuel for T4. Build 1 zis and you have hardcounter to P4, not so mobile, but at least you can keep P4 at bay. While SU-76...with PTRS penals you can keep P4 far away, but when 2-nd will arrive, it will mean you have very hard time. Right now SU-76 good against stugs, ostwinds and light armor, for mediums much more safely build zis.
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Just add ability to lay mines like M20 have. Regular TM-35 (or light AT and AI mines). When T4 is deployed, ability to call smoke strike, similar to USF. Really SU don't have any off-map smokes and even their elite units have very restricted access to smoke. |
I would love to see the same treatment for USF with their M10 Wolverine and Jackson. There was even a thread with this idea. It was pretty much the same as what you've suggested, but without any upgrades for M10.
I don't see why you can't just have an upgrade for each Su-76 individually, instead of copy-pasting the Cons' 7th man in here. The cost of the upgrade could just be lowered, once T4 is built.
Example:
The upgrade for a new, fresh, Su-76, that increases its damage and health, would be 70 Ammo, without a T4.
WITH a T4, however, the cost is lowered to 50 Ammo. This is fair, considering that the person built the T4 for another 90 Fuel, for example, for T-34-76s to do AI work (because T-70 died or smth), and still needs some potent AT (well, I still think T-34-76s are fine in both departments, but still).
Could work, if you ask me.
My idea was make upgrade for each Su-76 with fuel cost, not muni (15 fuel and 70-100 MP or some another value). Because su-76 will get very serious buffs with it, upgrade will be too OP without fuel investments. This upgrade will be unlocked for free in T4, while in T3 you can buy it. If player will want early "boosted" su-76, than he can buy unlock for upgrade in T3 (like unlock for cons) and than start upgrading each su-76. But cost of each upgrade still the same.
I don't think either need a change.
SU-76 is basically a ZiS gun on wheels. It has glass cannon AT but is able to support with the barrage ability. Can't remember if the muni cost was still in but when it was free, it was amazing.
Zis in any case better than SU-76 (now). It scales in terms of AT potential muuuch more better. It can deal with top-tier armor. While su-76 with low HP and low damage, good only as soft counter against mediums. Yea, Su-76 vets pretty fast, but it don't change overall situation - you almost don't see it in tournaments or pro-games. Zis -yes, su-85 - almost in every game, su-76 - no.
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Su-85 could be counted as essential stock unit for SU. Because only it have enough AT abilities against axis armor. But from other side - su-85 good against all armor, it have enough ROF to be big threat to mediums, that make all late-game the same.
My suggestion is make from it anti-heavy AT, not good-against-all-armor-unit. While role of anti-medium tool move to su-76. Decrease ROF, increase damage from 160 to 200. Than mediums still need the same 4 shots, but will be have much more time in battle against su-85, while heavy targets, like P5, tigers, KTs will be much more preferable targets (-1 shot for kill).
When T4 is deployed every SU-76 can got upgrade to damage and HP (160 damage total and HP enough not to get fausted from start). Cost of upgrade could be like 15 fuel and some MP to bring su-76 in pair wuth stug. In T3 could be make the same unlock for upgrade (like for cons). Cost could be close to cons unlock upgrade or another value.
It will bring Su-76 in-game and give for both units (SU-76 and su-85) 2 distinct roles. SU-76 good against mediums and lights, SU-85 preferable against top-tier targets.
Data from coh2db.com
All mediums have 640hp. 4 shots for old su85, 4 shots for new su-85
P5 have 960 hp 6 shots for old su85, 5 shots for new su-85
Tiger have 1040 hp 7 shots for old su85, 6 shots for new su-85
KT have 1280 hp 8 shots for old su85, 7 shots for new su-85
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I don't think I'm ignorant. If U accuse anybody of being ignorant it is U who should prove it, not otherwise.
Soviets do float more munitions because of not needing to upgrade some units or pay munitions for healing. The OP idea makes sense as tourneys prove that in 1v1 axis are often inferior. Making shocks pay a bit for some upgrade to become as powerful as they are would make sense. They are really durable and many players complain it is a bit too much. Adding some munition cost would make it just better.
Which SU units not needing muni for upgrades? Cons with 7-th man, maybe ptrs penals? SU have only few doctrinal units that don't need ammo for upgrades: shocks, partisans and ppsh airborne. OH have ass grens, pgrens, jager squad, storm troops mp40; east legioners (yea, they have mg-42, but almost no one make that upgrade for them, they good as cannon fodder).
And i forgot when OH or OKW need ammo for healing? Med bunker - 1 upgrade for endless heealing, OKW med truck - 1 upgrade for endless healing. If you use battle meds or OKW medcrates they are situational. Like SU airborne medcrates.
Shock good only in small maps, or city maps. They can't do nothing against armor. Very costly for reinforce and Merge don't have sense for them, because plate armor don't share. Just kite them, bleed them, harras with armor or long range units and you will be fine.
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