ISU can still be very powerful on open maps but they take care in use. also, avoid switching ammo types. if you're mostly against infantry stay on HE and it'll wipe quite often. if you're against vehicles than stay on AP and you'll damage tanks and wipe occasionally.
This, as long as there's no Jagdtiger or Elefant. |
So what you're saying is what anyone from CoH1 already knew: Ostheer is vCoH wehrmacht without Puma 234/1, or equivalent, which was a critical utility unit.
That gap is what has hamstrung Ostheer since the beginning. This was orginally side stepped in the early days as that whole stage of gameplay didn't really exist due to P4s and t34/76s coming out so friggin early. |
Getting past those first ten matches, especially in team games, can be a bit of an ordeal. For the last year(ish) I have had a group of five people I typically play with and there's a few combinations of all of us that are still unranked. A few days ago we had 5 roflstomps in 45 minutes because of this.
Which was a bit frustrating, especially when we realized we were up against people who were probably playing their first matches of Automatch (or even CoH). If we'd known they were total nubs we would've(might've) at least adjusted and done, well, less meta. |
StuGs are cost effective against everything but the heaviest of fuel investments. While they aren't the most suited for handling AT guns or infantry with AT, quite frankly no vehicle excels against those, at least not compared to AI infantry. As such, against USF especially, they sit quite pretty.
In team games with OKW it is kind of the only vehicle that the Ostheer has that isn't matched or outclassed in terms of cost effectiveness. (The cost AND timing of the JP4 really kills off much of its utility.) OKWs P4 and Panther are superior, and the KT and Tiger fill mostly the same function, with the KT being absolutely ridiculous against infantry. Ostheer has to pick a doctrine to get a Puma, and they have no Luchs. While OKW has to pick a doctrine for Ostwinds, the Luchs has much better timing. Plus there's Schwerer for AA.
Also,
Brummbarr
|
Protip: Step 2 is unnecessary.
There's 10 muni saved. Just walk them into the arc and draw the fire. Why Oorah at all?
Also if the MG squad is spread all out that the molotov's AoE won't affect them all, as long as the gunner dies, those guys will take a bit of time running over into the fire towards the MG to get shot up. It may even take enough time that the pinned squad loses its suppression and can continue to advance. |
I think it has a bit to do with T34/85s being buildable through the T4 instead of being a callin unit. (Or at least I think both those changes occurred at the same time.) They kept the T34s together.
But the main thing is that The T3 and T4 is problematic with the timing of tanks for both Soviets and Ostheer. Ostheer with the StuG/P4/Panther placement. One always overshadows the other when in the same tier.
For Soviets, the T34/76 and the T34/85 are hard to incorporate into the tiers with the SU-76 and T70 to consider along with the SU-85. The T34/76 in T3 supercedes the T70 and SU-76, and the T34/85 being doctrinal complicates its availability in either T3 or T4.
Both the original factions would benefit greatly from at least one ".5" tier inbetween the final tiers. For Soviets, a T3 upgrade to unlock T34/76s (as a cheaper alternative to going T4) would probably work out well. For the Ostheer it could be the same, or as simple as having (for example) the P4 in T3, but only available after teching the final battle phase.
You've got light tanks and vehicles, mediums, then heavies, all trying to cram into the timing of two tech tiers. |
It'c counterable, sure (even without arty in some cases). But to force your opponent to tech arty to counter a gun slapped on a tech building, which isn't even needed anymore, is weird.
I don't disagree. Emplacements in general force the opposing player's hand which can be particularly frustrating.
But if you treat it like a Bofors without Brace or Indirect fire that can be insanely crippling to your opponent when destroyed. Smart OKW players will use it to cover their other tier buildings, not essential combat zones. But it's set up in a forward enough position that it can be hit with indirect fire, it is almost always worth committing the resources towards destroying it.
The same can't be said about a 150mp/60muni bunker or 280mp/30fuel bofors though. |
I've always thought that the midgame should've been designed around being a battle of StuGs versus T70s and SU-76s. The trick was just to put true tanks, P4s and T/34s, off towards the late game. The mobility of light vehicles and lack of mobility of tank destroyers play off each other rather well. The heavy tanks still act like endgame units anyway.
But then WFA happened.
But anyway, while Soviets now have a proper tier with T70s and SU76s, Ostheer has the dilemma of having StuGs, Panzer 4s, AND Panthers spread over only two tiers. One of the three will be outclassed in its own tier, no matter the combination. But it's almost always a better idea to improve units by delaying their counters rather than having them available sooner, especially considering that the late game is so incredibly dependent upon the earlier stages of the game.
So what I'm really trying to say, if you're trying to suggest a way to promote StuG play, then it's the Panzer 4 that should be pushed out into a sort of T3.5. It'd improve the vehicle and light tank's window of effectiveness, which is currently pretty narrow, without directly delaying T4. |
I wonder how feasible it would be for halftracks have an ability that costs manpower that instantly reinforces nearby squads. Like, for 100 manpower, like, 3 entities instantly reinforce nearby squads, or just a target squad.
Essentially be able to spend a higher manpower cost for instant reinforcement on an ability with a cooldown. It would allow for halftracks to run in and out of combat and perform a function, without having to make them tanks to be able to survive it.
Although, I also wonder if it is time for units inside the halftrack to be able to reinforce. Halftracks are flimsy, and the damage to the squads inside once they die is huge. |
USF Tech should be:
LT: 50 Cal, Mortar, M20, AA HT
Capt: 57mm, Stuart, Howie, Sniper. |