Yet it was build 10 times by top players in the tournament.
And how many kills did they get? Read thread OP again if you're about to say something like that being irrelevant. I don't want to derail yet another thread over the USF mortar statistically being the worst in game. I offered my advice. Just let it be. |
USF Mortar is basically useless for killing, even moreso than the already castrated mortars everyone else has. Use it for smoke or don't get it at all.
My advice would be go LT into Stuart (which fends off Ostheer LVs easily enough and can somewhat competently deal with the MG42s) or Captain and use "On Me!" to clear suppression on infantry squads, then use them to flank or rush a nade the MG-42. Once you get to Shermans you should be able to wipe any MGs remaining with HE.
If your opponent went 3 MGs in 1v1 specifically you should also generally be able to acquire better map control unless it's a map really easy to lock down with garrisoned MGs.
Doctrinally, if HMG-42s are a big problem, I'd try Urban Assault Company for the Riflemen Molotovs, or Rifle Company for Fire Up in conjunction with grenades. Heavy Cavalry is also a solid choice here if only for the off-map smoke, though it's also USF's only heavy tank doctrine so these days it should probably be in your roster anyway. |
I would like to see this ability reworked myself. Currently you spend 90 munitions and if you lose 5 infantry models you gain an Ostruppen squad.
Considering the cheapest units you would probably be losing are Pioniers (25mp a piece) and the most likely unit you will be losing are Grenadiers (30mp), both of which are also rather likely to be wiped if you try to get the 'most' out of this ability, there really isn't much of a deal in receiving one extra 16mp Ostruppen model in the exchange.
30*5 = 150
25*5 = 125
16*6 = 96
You could say it might work as a panic ability, like in the thick of a fight where you think you might lose a whole bunch, but I don't really think it does, and in most cases the smoke drop in the same doctrine would be a better investment, or a grenade or two or literally anything else, unless you are a real Ostruppen fanatic (in which case there are much better doctrines...)
Rapid conscription works much better imo. That ability I have actually seen be used successfully in real multiplayer games. This one? Not so much.
If this ability gave Grenadier squads for your trouble, maybe I'd be more interested. Or maybe a special sort of Ostruppen squad with a single DP-28 already on it or something. |
You stat are off, Panther has lower accuracy than SU-85/FF/M36/su-76 (at least the far) and in addition gets no accuracy bonuses as a vet bonus.
Can't check right now but I'm pretty sure the Panther main gun accuracy hasn't been changed. For the most part it is comparably accurate, with an edge in the close range over most contenders; the main difference remains the range difference. Right about the veterancy bit though.
From coh2db:
(Panther)
Accuracy near
0.06
Accuracy mid
0.045
Accuracy far
0.035
(M36)
Accuracy near
0.05
Accuracy mid
0.045
Accuracy far
0.035
(SU-85)
Accuracy near
0.055
Accuracy mid
0.045
Accuracy far
0.04
(FF)
Accuracy near
0.06
Accuracy mid
0.05
Accuracy far
0.04
(SU-76M I know got changed and I am pretty sure has higher accuracy values now, but I am not sure it is even fit to compare to the other units here) |
Pack Howitzer should be an attempt at a rocket artillery / howitzer analogue: a barrage only weapon with long range and decent damage for taking on massed support weapons in the lategame.
EDIT: Oh fug I just necro'd this thread basically. |
I think we should wait and see until after the aim time correction before talking about buffing or reworking the Stuart. You have to remember the Stuart actually has very decent scatter stats, and good per-shot damage. Maybe all it needs is to not have an aim time 12x longer than every one of its opponents.
I posted in another thread the Greyhound also has this issue, and I should note that it is very strange to me nobody talks about the Greyhound when IMO the unit is even worse then the Stuart with absolutely pathetic anti-vehicle capability after the last nerf, and anti-infantry ability mostly through it's canister ability, which is probably the crutch of the unit. |
Why?
Infantry armor is still set to 1. A lower penetration value than 1 will "bounce" shots off of infantry models and thusly impact anti-infantry DPS.
Unless you did this via target table, but in that case you can't specifically set the ranges at which penetration is dropped. |
I agree with OP perspective but i think OST is not late-game oriented (unless a doctrine is picked for that purpose) and its more like mid-game.
Early game depends heavily on player skill. Mid game is more an opportunity and roosteir unveil strategies but lategame is for the allied on a even match and probably to axis if allied got starved of resources/Vp enough
Alright. What do you think of the idea, though? |
Not so much a bug as an oversight, and not so much an oversight I suppose until this patch.
In the coming winter patch, the Stuart is having its aim time normalized with other light tanks. Previously it had an aim time of 1.5, 12 times higher than its light tank counterparts in other factions (0.125). Note however that the M8 Greyhound (m8_greyhound_m6_37mm_mp) also has an abnormally high aim time of 1.25, 10 times higher than normal. |
Please stop making threads like this, CODGUY. I know you are better than this. |