This thread can't even.. |
The Sherman is funner than a box of kittens, as we'd say here in the U.S. At least, when you're using it. I've seen them rack up quite the kill count even when not spammed. Iirc even the M4A3 with the new engine was slightly slower than a T-34 (in game they're equally fast).
The T-34/85 and M4A3E8 were pretty much equally matched in reality, the crew made the difference (see: the Korean war). |
Thread: ISU-15227 Apr 2014, 17:35 PM
I wonder what if it just had its insane anti infantry , good anti tank, but only had the range a su-85.
Then it would 'get dead' in very short order, since a Panther, PaK(s), Elefants, and PaK 43s would just rip it apart at that reduced range, considering its infuriatingly bad mobility. |
Smash it with some Shocks in an M3! |
Lets see, both AT guns and tanks have high-caliber AT cannons. The tank also has several machine guns. One crew is protected by nothing, the other crew is protected by a TANK. gj op.
QFT |
Would not this be exactly the same as purchasable vet that all the Soviet players despise?
Since they're Conscripts and they're receiving six slot-item Guards Mosin rifles (oooh, are they REALLY that terrifying to you?) that prevent them from picking up any other weapons, no. It's like the G43 upgrade except that you're getting six rifles and it's a general improvement. It also limits the use of the upgrade more than, say, PPShs which are upgrades that require a certain number of CPs to be reached--you can have a blob of Cons suddenly sprout PPShs, wheras this is limited to one squad every 60 seconds (micro intensive, at least as much so as German huehue vet.) |
Uh. Shermans are fantastic, you just need an M1 57mm following them around like a lost puppy. Do that and you're golden. |
Guards Rifle Trained Infantry Tactics
1 CP - Honorific Title: Targeted ability (targets one squad). Costs 50 MU per use. 60 second cooldown. Conscripts can be well trained in marksmanship by their more experienced comrades (squad receives 6 Guards M1890/30 rifles; speech files changed to that of Guards).
1 CP - DShK HMG Sections: Targeted ability (target is tp_all). Costs 300 Manpower. Other than this, the same as the current ability. Crew armed with Guard M1890/30 rifles.
5 CPs - For Mother Russia: Same as its current iteration.
6 CPs - ML-20 152mm Howitzers: Same as its current iteration.
7 CPs - Kliment Voroshilov tanks: Passive ability and button ability. KV tanks are now available at the Tankovy Battalon Command and from divisional reserves. A button ability will be added to your command bar that will call in a single KV-2 tank; hardcapped at 1, cost is equal to that of the current KV-2 call in. 90 second delay in the deployment of the KV-2 during which resource income drops to 0. KV-1 tanks are also available at the Tankovy Battalon Command.
Guard Motor Flanking Tactics
2 CPs - Faustnika Strelkovy: Targeted ability (target is tp_all). A squad of AT troops armed with captured Panzerfausts is dispatched to the target location. (4men, two armed with PPSh-41 SMGs, one armed with a PTRS-41 (non-slot item), one unarmed. Panzerfaust weapon is equal in statistics to a shot from a Panzerschreck; 10 MU per ability use).
3 CPs - Overdrive: Passive ability. All Soviet vehicles that lack the Overdrive ability gain it at Vet1. Our vehicles are prepared to move at maximum speed to expedite the encirclement of the Fascist enemy!
4 CPs - Coordinated Offensive: Passive ability. All Soviet medium and heavy tanks, and assault guns, can garrison up to two squads (or 14 pop) of infantry. Garrisoned infantry are considered to be in negative cover.
7 CPs - Crew Repairs: Passive ability. Same as its current iteration.
8 CPs - T-34 obr 1944 Reinforcements: A pair of T-34 obr 1944 tanks are made ready to reinforce our position (same as the current T-34/85 call in).
|
Why should I have to abuse a unit in order to achieve victory? I never had to pull bullshit like that in vCoH unless I was bored and wanted to cheese someone. In CoH2, I HAVE to cheese my way to victory (as the Soviets). |
Well, assuming we get penetration over range tables (they're already in this patch, iirc), that's possible. However, Relic will always put balance > realism, and with the facehugging nature of most CoH2 tank combat, the majority of the playerbase (German-faction players) would be in an outrage at having to kite. This is not meant as a low shot, this is the same ordeal the Soviets have had to go through in learning to never, EVER build Conscripts, and to combine as many units as possible in order to fend off the Ostheer with very unconventional play.
EDIT: This is not my stamp of approval on the patch or it's balance. As an RGD coder at heart I am wholeheartedly opposed to the current stats of the game. |