The Cromwell is a terrible tank and I'm actually not even sure what useful purpose it serves besides countering Pumas. It costs as much as a Sherman but is worse in every way, Bad AI bad AT.
I'm sure you have the data of thr Cromwell's 'horrible' stats to back up your claims. |
cromwell is in no way bad, it has more pen and speed than p4 and ai is comparable, with the cromwell having more consistent damage and the p4 getting more one shoot potential for more luck needed (in short p 4 has bigger near aoe but much worse far damage, it's only 8 vs 32 of the cormwell)
the comet is still good and a perfect mini tiger, it could use a vet 1 reload buff but that's it, it has great armor, pen,45 range and speed
While I agree that the Cromwell is actually not that bad (from what I felt ingame it lacks a bit in the AI departement compared to the P4s, but I don't have much hard data on that, you seem to have more), the pen on the Cromwell and P4s is mostly the same. Especially if you keep in mind that the P4s and Axis tanks in general usually have more armor. So P4 has about 75% pen chance (slightly depending on range of course) against cromwell, while it's approximately 66% the other way around. Rest of the stats is absolutely comparable. |
Churchills, like literally any other armored unit in the whole series, are best countered by specialized TD vehicles, anti tank guns and infantry/mines screening for AT guns.
If you want magical one type only unit solution, you have ele/jt.
If it doesn't push and retreats instead for repairs, you've countered it.
That's why I wrote >best< countered. Maybe you should try to read a post correctly before giving your ever so smart answers.
Of course the Brumbär will take damage if it attacks an AT gun, but this does not mean that the AT gun is the best counter for the Brumbär. You should chose a TD. Similar thing for the Churchill. |
Only if you use rifles to counter it.
Try AT gun.
Churchills are best countered by TDs, not AT guns.
Churchills AI is alright, it's AT is very lacking |
Some stats for direct comparison (I used OKW P4 as the front armor values are similar and it is the most costly medium tank and guns are comparable):
name OKW p4 Churchill difference
Manpower 380 490 -110
Fuel 140 160 -20
Pop 14 16 -2
Armor 234 240 -6
Hitpoints 640 1400 -760
Rear armor 90 180 -90
Target size 22 26 -4
Speed 6 4 2
accuracy - far 0,025 0,025 0
accuracy - mid 0,0375 0,0375 0
accuracy - near 0,05 0,05 0
Damage 160 160 0
Penetration - far 110 105 5
Penetration - mid 115 120 -5
Penetration - near 125 135 -10
Range 40 40 0
Sight 35 35 0
Reload avg 5,5 6,5625 -1,0625
So, what do you get for 100 MP and 20 FU more?
Mostly health (which is huge) and rear armor, so even medium tanks will bounce regularly from the rear armor. Jagdpanzer IV and StuGIII will have 71% frontal/94% rear pen chance, Panther has 92%/100% at their respective max range.
You pay for with a worse gun (due to higher reload), and a waaaaay slower tank. Also higher target size that translates to ~10% higher chance to be hit.
Other factors are:
- utility: Churchill: lobs a grenade and can create a smoke screen that nobody ever uses / P4: Blitzkrieg at vet 1
- side-tech cost: Churchill needs side-tech, that also brings other benefits for UKF, so you can't add the cost completely to the Churchill.
I think Churchill is mostly fine and not as broken as many think. In my opinion, it maybe could cost 1-2 more population.
One weird thing I find is that the health is not dividable by 160 nor 80, which means that a Churchill can limp away with 120 health or even only 40 if snared, which can be very frustrating for the axis player.
EDIT: I just saw that the forum screws over the format of the stats. Quoting gives a nicer, more readable format. |
One question:
Are the PPSH penals really worth it?
The Soviet commander is alright to have fun with it, but if I want/need close range firepower, isn't it better to just get shocks with a different commander? They are more durable, cost only about 60 MP more and you don't need to pay muni to upgrade. Grenade instead of satchel is more of an upgrade for me in most cases, also you have the option to smoke. Similar thing with the PPSH upgrade for airborne guards.
I mean, the commander all in all is alright. DshK is nice, rocket strafe is decent, rally point adds a nice twist, especially if a USF teammate parks his ambulance next to it.
But then again the CQC capabilities are so super redundant, I felt the only real reason for the crate drop is to upgrade your conscripts, since it's a real upgrade and not just a sidegrade. If I want a CQC squad with that commander, I go for the airborne guards.
I should add that I never player the commander with a T1 build, it's just my thoughts when reading the patch notes. |
Changing it's role completely to a howitzer could be interesting, but let's be realistic: 1. It's difficult to not make it redundant with the Katjusha. 2. The game is waaaaay too old for that. We should aim for simple, yet effective solutions.
Soviet T3 actually has a good unit mix. AA/AI-support unit. AI specialist light tank, AT specialist light tank. The SU76 is not an unreliable unit, but there are cheaper ways for Soviets to get the same performance by back-teching and buying a ZiS. So the problem is, as correctly stated previously, the cost/performance ratio.
So we have two options:
1. Make SU76 cheaper -> In my opinion a bad idea due to how many problems this could lead to regarding spammability and suicidal dives by using it's long range.
2. Make SU76 stronger -> In my opinion the way to go.
The earlier SU76 had mostly reliable hit/pen chance against a P4, 160 damage and 60 range plus a free barrage. The new version got accuracy nerfed and damage nerfed to 120 damage, which means 6 shots to kill a medium, plus an expensive barrage.
Upping the damage back to 160 could lead to random P4 RNG kills in a the 2v1 situations that the Axis player will likely face. So I'm not sure if this reversal would be so great or not. Lowering accuracy could counter that but makes the unit frustrating to use and fight against for both players.
As a first step to test how to get SU76 back into the meta, I suggest to give it a timed ability (heat shells) that increases damage to 160 and maybe penetration as well for ~30 mun. Also make the barrage ~20 mun.
In my eyes, SU76 could be mediocre unit for standard use that can be boosted to a strong TD or artillery piece if you pay muni in the correct moments. Due to the munition sink that a SU76 will be, it won't be spammable, but might fit into more builds since it can be very useful and be "a poor man's SU85" as originally intended. Also we would preserve the Soviet theme of utility with multi-purpose units.
This could come along with minor cost adjustments. If it's enough, we keep the unit like that. If not, we can discuss if we make stat buffs permanent. |
The SU76 was OP in previous builds since it had decent AT capacity and a free AI barrage.
Both things got nerfed, now it's AT is only okay for tanks up to mediums and the AI is very situational and absolutely not a reason to get the SU76.
Now the SU76 is just not worth the price anymore. The only situation where I could imagine building it is if I play a T1 Soviet build, got blocked out of the fuel points and did not back tech in time when a P4 or Ostwind show up. Also I need to have no manpower to afford a back-tech and ZiS (about 500 MP in total)
If I need very decent AT, a ZiS + snare threat perform better. The barrage costs 35 mun and there's the same ability on the ZiS. Also back-teching costs only 20 fuel and not 75, so I delay a real tank only by a minute and not by 3-4.
SU76 should perform similar to the ZiS in my opinion. Or make the barrage way cheaper (~15 mun) with a bit longer setup time to make it worse against moving infantry, so that there is a real benefit from spending so much fuel. Now all you get is a more mobile, but way worse ZiS that also punishes you by delaying a tank. |
Actually not so many unit need access to it.
The ability should definitely be replaced from Stug -E.
It could also be replaced Puma or even the Elefant.
We surely can discuss about this, but at the moment I don't think that any version of TWP is overperforming, so for start a simple name change would be nice.
Suggestions:
- turret lock = target turret ring
- blind = target vision slits (would explain that the driver can't drive due to panic and missing orders from the tank commander and gunner can't see the targets)
- stun = target weak point (there's no real logic for that ability though other than the crew panicking)
(what other versions are there? can't remember)
Changing/removing abilities might cause other issues with the unit that uses the ability and could be a project for the long run.
And to get to your points: What do you want to replace it with? Or do you mean remove?
I do like a TWP ability on the Puma (funnily enough I can't recall if the Puma has a stun, blind or something different). It enables the Puma to be useful as a support unit even after the medium tank phase has begun, just like the Stuart.
StuG could do with a blind in my eyes (not sure what it has at the moment), since the PaK already has the stun. Elefant's TWP could also be removed in my eyes. |
Since this topic has popped up multiple times across different threads in zhe last weeks/months, and players mostly agreed:
Would it be possible for the balance team to either streamline or at least rename all the different versions of TWP?
Right now, there are so many versions with the same name, some very useful (like the stun shot of the PaK I belive) some less useful (StuGs turret lock). Therr are so many that it indeed hurts the ability since you need to memorize all the different TWPs and then recall under stress if the unit you have has the TWP that you need right now. I barely see people use the ability, and I assume that's because nobody knows what it does anymore. Hell, I play CoH regularly and don't have much of an idea. Now if players that play less often don't even know that there are so many versions, they might just think that the abilty is super unreliable.
Something ahould be done to this actually great ability. Renaming would cost less time and enable to differentiate between the abilities. Streamlining them would be more difficult because it requires more rebalancing.
I suggest renaming the abilities, and, if the need arises, rebalancing them to and maybe reduce the number of abilities that do similar things later on.
EDIT: I got a typo in the thread topic. How can I correct it? Edit does not allow it |