The ten range, barrage, and lower price, you mean? If it retains barrage, the lower price, and the extra range, then the SU-76 should not have comparable AT performance to the STUG.
The longer range being cheaper and barrage do make the su76 fine intialy. But unlike the stug the su76 lacks scaling. Esp considering axis get 260 armour 900 plus hp tanks stock.
The sturdier stug with vet becomes faster then the flimsy su76. Why does the stug get to have simaler/faster mobility with vet and the su76 should not have comparable at with vet 3?
The 160 damage at vet should be the reward for keeping a turretles flimsy low damage unit alive. |
It still cheaper than Stug III and M10.
It is also worse then both in anything but range and the barrage.
Because its the most fragile td its a challange to keep alive. So that should be rewarded. |
Knocking a bit of fuel off of the previous tiers vehicles once major is unlocked could actually be really nice.... Cheaper AA. An affordable m20 for mine laying and a Stuart that might be cost effective without having to be a shock unit.... Could actually be decent....
I like this idea and is interesting as a faction trait. |
The stuart is one of the other overnerfed units for usf. Scott stuart and aa halftrack. Lot off dead weight in mid and late game.
Usf currently seems to have the most under preforming units out off all the factions.
This needs to be adressed. Esp since any of these balances can be the last. |
Yellow cover modifier for the riflenade should give a slight damage reduction to avoid cheesy one shots. Thats all.
Other things such as teller should drop from one shotting all lights for a measely 50 muni to leaving the lv with 20 or 40 hp and damaged engine.
This way ost needs to follow up like other factions do. Because one shotting has been nerfed hard for many factions, ost should follow suit. |
A slow of 75% for 5 seconds with disabled weapons is enough for a kill. Especially with AT Overwatch. You can circlejerk a conscript around the rammed tank for the extra trolls and vision but it’s not even needed. Now with a ram + crit engine you don’t need anything at all. Just the 3 braincells needed to press the button for the ISS cannons from space.
So using combined arms is OP now? Lol
At overwatch is strong but not OP. Its one of the very few only doctrinal ways soviets hardcounter super heavies to wich stock soviets are ill equiped to deal with.
It requires you to sacrifice a unit, not just have x unit near for the sight no sacrifice as in loose the unit for the ability to work most off the time. |
that's not entirely true, the brumbar was changed to 2 shot squads
I dint even remember it one shotting. But good change none the less. |
Most (if not all?) of this has been introduced in order to tone down autofire explosives (tank cannons, mortars, etc), mines, or rocket artillery though. Other than Gren damage reduction grenades have largely been left "as-is", since they're a targetted and short-ranged munitions ability rather than something "free", so they're i suppose "allowed" to geek entire squads.
I will say that I don't like that grenade oneshots of squads are a "thing" though. It's difficult to solve that issue entirely though, due to the wide range of squad sizes, and a lack of granularity in balancing certain tools vs certain units. Model caps on grenades, for example, benefits factions like SOV rather more than OST, due to the former having individually less valuable models (and simply more models in general).
Hopefully CoH3 has a more elegant solution to this. I really don't think a momentary lapse in concentration should result in an entire squad evaporating, with how focused the game is on veterancy acquisition and maintenance.
I feel the same. And most of the changes mostly benifitted ost. And left those abilities from ost wich could one shot untouched for what ever reason.
Thats why imo adjusting the yellow cover damage modifier for the rifle nade to 0.7 or 0.8 is a quick and elegant solution. This should be implemented in this patch imo. |
I mean, a solution might also to be trying to avoid having an entire conscript squad use a single bush as cover. The click/drag method usually results in people being spaced decently in cover, assuming there's actually enough cover to begin with.
I see your point, but it has been evident over the last couple of years that the devs or balance team implemented many changes so that squads dont get one shotted often or at all without requiering player input to avoid it. Model caps, damage reduction, aoe nerfs. |
That game was insane. The scotts barely had an impact. A few lucky shots here and there. This game also ties in with the usf mp bleed topic, you can see the guy using ST floats mp most of the game. There is vet3 obers at about 30 min in, shortly after there is no more mainline infantry from siberian(closest to that okw player). The caliope and the pershing were the only things keeping usf in the game, more proof that usf success is largely doctrine based as well as being higher skilled than your opponent, because the stock options are insufficient, especially the scott.
Yeah the scott is pretty much non excistent outside extremely slowly chipping away at hp and the occasional model kill. Even when double scotts are used its effect is barely felt by the enemy.
I havent seen such an overnerf in a while when they butchered its ai power and range.
I heard its role is to be the usf counter to teamweapons/static plays. And the packH is blob control. Cant comment on the pakH but the scott fails hard completly. Its a glass airsoft gun instead of a glass cannon. |