su76 should be a mobile light/medium vehicle barrage tank. The reason Soviets have 2 TDs (although su76 is not a TD in it's regard) is the fact that soviets have piss poor infantry AT. Brits have piats which, USF has zooks, Axis have the best panzershrecks. Soviets have "Fast" firing high caliber rifles that can easily deal with light vehicles but rely on low range satchel to kill tanks. SU76 is there as a cheaper alternative to SU-85 to complement ZiS builds. On first glance, you'd think it's got no place but it does. It should be a tank you get to push off mediums for less fuel, giving you time to bring out katyusha or t34-76.
It's got 400hp, 120 dmg (40 less than regular tanks), 160-180 penetration -> enough for mediums like OST P4 (hardly for OKW P4).
I think what would make it viable more is any buff to it's barrage. Whether CD or cost. It's role would then be to fill in the gaps between SU-85 and ZiS. More mobile, easier to escape vs infantry and better repositioning to deal with blobs with barrage.
I've heard somebody say that SU76 used to be OP. I haven't played the game when it came out so I don't know but that's how I see the SU76.
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.
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Post History of Protos Angelus
Thread: SU-85 and SU-763 Aug 2020, 11:29 AM
In: COH2 Balance |
Thread: Shock grenade3 Aug 2020, 10:07 AM
First paragraph I can agree with. 5 muni more wouldn't make a difference, not substantial at least unless you're making love to granades and keep pumping them out. However, that's the only thing that should change on Shocks. Shocks need to represent the name they have been given. SHOCK troops. 2nd paragraph: 3-4 infantry models on Allied is definitely not anywhere close to any 2 model lost on Axis. That would mean that reinforce cost of allies is 2x lower than that of Axis. Looking at the patch notes of last year... the reinforce cost of OST has gone down. There is no way in hell that 3-4 downed models on IS/RE or Rifles/Echelons or Cons/penals equals 2 models down on Grens or PGrens or ASgrens or Sturmpios or Volks. Is there anywhere, where I could check the reinforce costs of vetted and non-vetted infantry squads? Also remember the old saying "Brick by brick and you have a palace". Most people usually think "Eh, having 5 manpower more to reinforce is nothing. Yeah, reinforcing once, it's not...reinforcing throughout a 50 minute game, it's a lot. (similar to people who smoke) In: COH2 Balance |
Thread: USF Calliope balancing3 Aug 2020, 09:29 AM
Having read all that imo its SPEED may be the answer to all problems. That is not a bad idea. And it's logical. Having a mounted rocket arty on your small tank is not really an easy burden. Slower velocity after barrage is especially a good idea. In: COH2 Balance |
Thread: Shock grenade3 Aug 2020, 09:12 AM
Sorry, but wtf are these unit counting comparisons? That too. Rifles/IS/Conscript 5(6-7) man can sometimes be detrimental in a fight. You put them behind the cover and one model decides to be out of cover. MG shoots and in a split second, the whole squad is pinned because of one model. OST should not be compared to USF. In fact, factions should not be compared symmetrically in this game. Also the more models you have, the higher the chances that they will clump up eventually in a firefight. How is this thread even alive? In: COH2 Balance |
Thread: Shock grenade3 Aug 2020, 09:07 AM
Are you on drugs or something? You're spilling out BS that has nothing to do with reality. PGs fight larger squads because they are 4 man. No matter the model number difference they still dominate close range all mainline infantry (as they should). Bundled nades are not only used against very large squads. They are used vs everything. Often enough if the battle is raging across multiple spots, and with a bit of luck that your enemy is not ATM looking at your PGs, you can get single squad wipes easily, and if it's not a wipe, it's definitely an 60-80% model lost which puts it out of action for some time. They are better used vs larger congregations but that's usually seen in teamgames. How can you even compare PGs and Shocks? One is a stock elite unit with utility to fight blobs, vehicles, etc... and the other is a doctrinal AI only infantry that specializes in closing the gap and destroying infantry. Hence the smoke + good nade. The unit you can compare shocks too are Assault Grenadiers, and in that light, the nade is well balanced. Also, the PGs bundled nade has large enough radius and short enough fuse that if throw in the middle of the squad, you will most definitely force a retreat since no squad can remove (run away) all the models in 1.25 seconds in a 20 range radius (or the enemy faces a probable wipe). How can you compare PGs and Shocks? In: COH2 Balance |
Thread: No compensation for deleting the Ost T4 cap buff?2 Aug 2020, 11:17 AM
They are lacking behind in early and mid game and have average late game. It's hardly OKAY... Panther has armour of Pershing, penetration of Pershing, faster than Sherman and better acceleration (even more so with blitz), fires faster than Pershing, pintle MG upgrade for AI. Furthermore, Panther has enough survivability to dive most tanks on close range so that you don't even have to press "S" to stop the Panther, and if you fail to press "S" when engaging tanks with a tanky, 50 range (10 more than mediums, 10 less than squishy TDs) Panther, then you really fail at Wehr. Brumbar has 5 range less (35 range as opposed to 40 on mediums) than medium tanks like Sherman and it drops a bomb that wipes squads easily and bleeds any infantry in it's range. Which self spotting TDs are you referring to? Jackson has 60 range and 35 sight meaning he has to be damn close to fire on it's own without any infantry to give vision (and USF lacks sniper to spot in camo) Firefly as well, 35 sight SU-85 also 35 sight with possibility to greatly reduce the cone vision in favor of further sight (only viable if you already know that there is a tank at just the right position). You know which tank is self spotting? Brummbar, 35 sight, 35 range. If you fail to utilize Wehr's units and vast possibilities, it's your own fault. I don't think I've had games around my rank (64) where OST players struggle. Most struggling usually comes from soviet players that decide to go penals build, at least in my experience. In: COH2 Balance |
Thread: Noinga's Terrible Balance Suggestions / analysis2 Aug 2020, 11:02 AM
I agree with OP's statements. If you want stats without opening up attribute editor on the game files: https://coh2.serealia.ca/# EDIT: The reason ATs bounce a lot on brummbar is because brumbrum has 260 armour on base and 312 on vet2, while ZiS has 200/190/180 penetration on far/mid/close. so let's say 190/260 ~ 70% (312 ~ 60%). So it's no wonder it can bounce a lot, especially if the luck is not on your side. In: COH2 Balance |
Thread: USF Calliope balancing1 Aug 2020, 23:48 PM
Darkarmadillo and Klement are quite right. Every barrage unit has it's merits and the notion of that should be preserved. Some units are squishier, some aren't. Some have this, some lack that. The last thing we need from the balance team is the cookie cutting "...more in line with..." business, which is just symmetrizing the game. Painting one unit in different colours and calling it different names. In: COH2 Balance |
Thread: Tiger VI Overnerfed?1 Aug 2020, 08:47 AM
Basically what I said in a couple of posts upward, don't understand how some people can't grasp that. Pershing has 960HP: Taken from the last pershing patch in the official forum. Armor was nerfed to 270 and HP increased to 960. In: COH2 Balance |
Thread: Tiger VI Overnerfed?1 Aug 2020, 08:44 AM
I don't know about 1v1 but starting the search from Croatia (South-eastern Europe) in 3v3 mode, most of the time it will be heavily leaned to Axis. As the search continues the percentages equalize. That's my personal experience with 3v3. I've had search times of less than 10 seconds too. Search-50/50-game found... and I've had searches that started with 97% Allies and 3% Axis players. Most of the time though it's Axis in 3v3 from Croatia any time of day. I know this because I actually count it in my notepad to which I alt tab. Again, this is 3v3 only. Don't know about any other mode. In: COH2 Balance |
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VSgardening lelic Yukari Akiyama [EOD] Inspector Clouseaumaple_pp [Monkey] Capibimbambombolo ITA FrodosynthesisTop20 3xOST vs 3xUSF; AT vs Random, Rheine, 35minby: Protos Angelus map: Across the Rhine1-327
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