Funny that you did not mention armor, so it seem that you agree with my actual point.
Armor is very important for brawling tanks less important long range TDs.
By your own description thou SU-76 should be had been OP because has a Pop 8, is cheap, has a range of 60, used be to able get a sight of 49 with tracking (all around I might add, plus mini map info) and target size of 20.
su76 has crap chance to penetrate axis medium and heavy armor, while having low damage. JP4 can penetrate 100% of stock roster of SOV and USF.
That's what I meant by "posting ridiculous stuff".
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You ranks debate is cool and dandy, but what's "tie1" and why you need to move HMG there?
I'm really surprised that this thread is still alive and kicking. |
Since you disagree with OP that JP is "either OP or at least very close to it" and "this thing is amazing" I am not sure why you choose to argue with me and not with him instead.
1) it was sarcasm. 12 pop cheap 60 range TD with 45 sight and low target size is a bad idea
2) because you post ridiculous stuff. |
or
you agree with me that JP4 durability does not mean much:
most other TDs can penetrate it frontally, and most medium tank can flank and penetrate it rear armor.
that's just not true on so many levels. I've seen so many failed attepts of flanking jp4 with t34-76, it's ridiculous. Seen in my games, seen it in top level casts. And if you think armor is none issue, then lets reduce it to 140 and remove scaling.
Also notion that +160Hp does not mean much is bonkers, especially if you consider that fact that people use it to brawl with other TDs.
The unit is fine. Not meta, but definitely useful in some situations. |
I watched your replay and the allies played like dogshit, you basically won the game but you're still complaining.
Just wondering did the SOV used "Sustained Fire" ability? The ability kind of makes it almost good. |
What is even going on in this forum lately?
Did someone A-move 8 volk squads on a red cover road into a maxim and then decided to make a thread?
That's the guy who claimed that Sturmtiger was "left behind" and called it "underwhelming" last patch, compared ST to rocket arty. Really not surprised here.
As the devs buffed the B4 into the high heavens, the stumrtiger is getting left behind. not only the sturmtiger only gets to fire 1 shell, the firing animations is very slow and gives the opponent plenty of time to react.
i personally feel the sturmtiger is very underwhelming right now, deserves a little bit of love. |
JP4 can pen 100% of stock USF and SOV armor.
has high vision (45).
has increased survivability with vet and low target size.
can use camo
It is absolutely bonkers with Heat rounds.
But Panther still overshadows JP4 in any situation, but TD hunting. |
It is a tricky question because the are very few overlaps between factions.
If talking about stock and units that overlap and are clearly better:
OST
HMG42 >> Maxim
Grenadiers (early-mid game) > cons
PGrens >> penals (kind of a stretch though, because of the timing, although these units share some similarities)
SOV
Katy >> Pwerfer
7men cons >> Grens
SU85 >> StugG |
Well Scott performance mainly comes from its range, if we put them side by side at the same range, they are more or less perform on pair.
The only stugE problem - identity crisis. Its just not worth picking it over ostwind and later on no point of getting it over Brummbar. Its just a conciseness of either removing tank call-ins\adding requirement to tech up and the ostheer T4 becomming cheaper to unlock.
But as I was saying, StugE either should have been ost doctrinal "LV" (unit rewamp) or the easiest solutuion could have been giving it additional range to distinct it from Brummbar\Ostwind via the fact that it can utilize range. Maybe changing the firing model from a plunging fire to a direct fire and adding something like hull down (copy of the doc one) for vet1 could have worked aswell.
Other then that I think nothing could have been done to fix it at this point, without making it broken.
unfortunately it is the case. Ostwind is a better choice in most situation. I guess you could build 2 in 2v2, for example and annoy the crap out of some camper. But I still don't understand why it is locked behind both BP2 and 5CP. Also the "Heat Shell" is consistent only regarding price and veterancy. StugG has 160dmg over 80dmg of StugE, has ability similar to Pak40 in terms of toggle, while with StugE you need to manually click on the vehicle and descriptions are also a bit different
I can't say they are similar in terms of performance, Scott has higher ROF, has barrage, better AOE dealing 0.3 at 5 range while Stug E has 0.16 at 4 range, similar to what Scott (0.2) used to have. The good thing with the Stug is that it fires almost immediately and does not get snared with full health. Although the explosion is produces it pretty dramatic, but the impact is laughable. In all honesty I think 120mm does more damage that this Strumpanzer wannabe lmao. |
Imo one of the best anti-turtle things USF have - WP barrage on Pak Howi, it cost less then a nade, but effectively can render any turtuling almost useless, at least OST turtling.
While its not as good as against offensive retreating raks, still most likely OKW have his med HQ somewhat close to the front line (if its 3v3\4v4) and you shoundt have any problem bring pak howi closer and bombard his battlegroup HQ rendering healing useless for quite a while.
If OKW dont have HQ close, then in any case WP infront\on retreat path cripples any advansing\retreating squads very fast.
Just was pointing out that OKW can turtle effectively with an example of a viable build. But the original point was that USF used to lack effective tools to deal with AT guns, which justifies Scott being more deadly then the STUG E. Viability of the Stug is another topic |