What he's saying is comparing anything to the literal best of both classes means little in the means of comparison. One could say that the Puma has less armour than The JT and less AOE than a Sturmtiger and it would sound equally as stupid because these are as good at those traits as a unit can be. There isn't a usf vehicle with better AT than a Jackson and there isn't a medium tank with better AI than an M4 Sherman so any and all medium tanks will fall into the worse than both of those at their given roles category. Use comparable units not the top of the line.
Check the math.
While i can't find any source, i remember that Relic valued mp/muni/fuel at a ratio of 1:3:5
It's not that resource conversions work that way, it might had been how xp value or something was assigned.
People get T70 because its OP, its OP because its the most expensive to get, why its the most expensive because its OP.
Thats why I in general think that soviet T3 is one of the worst designed things in general and both t70 and su-76 need to be rethinked. Aswell as units in it.
With this justification appyed we would have still had immortal unstoppable KT, because its the most expensive heavy tank to get.
But the unit itself is not expensive.
The tier was relevant, when you could just rely on T3, skip getting T4 and get Call in vehicles for late game. That was one way to play with mass Su76s and T70s.
The difference between KT and T70, is that OKW doesn't need the KT to win a game at it arrives late enough for any faction to have a complete army roster and tools.
The T70 needs a nerf, in order to make space for other things to be buffed and changed. T70 and Su76 changes in isolation would just make things worst than now.
People get T70 because its the strongest LV in the game strate of the bat and can pay off easily pays off . With perfect sniping AI, best wipe on retreat possibilies, really good mobility and can fight any LV but puma 1v1 without support. Whole possibly needed AI and AT of T3 contained in 1 unit.
If main AI perfomance of T70 was transfered to SU76, while AT of T70 improved sligtly to maybe poke for additional damage mediums, counter the LVs and have some AI, then it would just give game good.
Also AT gun isn't an aswer for LVs, otherwise ppl wouldnt get AEC\Pumas to fight them.
People get a T70 because it's OP. It's OP because it's the latest light tank to arrive, has the highest requirements to unlocked on a standard build and the faction doesn't have any tools to let it scale at that point in the game.
On teamgames, a Soviet player can rely on their partner to skip plenty of costs which are mandatory on 1v1.
Puma is basically used to avoid getting their P2 killed. AEC on it's own provides enough pressure to infantry, specially if combined later on with a Valentine.
Values might be off by some bit, since this is an old post, but the general principle still applies.
And that doesn't take into account initial mp + unit discrepancy.
Every time M5, T70 or Su76 is brought up, i think this point keeps getting ignored. People focus on the tree (unit) and ignore the forest behind.
think about it. why would u choose a ML20 with temp. debuff on verhicles..when u have better options in the commander loadout which are even better? why would u choose a static arty when your teammates have acces to mobile arty which cant be countert per click and you fill a role as 70 range wiper or other stuff? why would u go a ML20 and dont let your teammates choose much better option than this static stuff? u can do it...bit after the 5. ML20 gets destroyed and your teammates say: let me go arty...i have a mobile one...you can go other nice meme stuff...u go this way...becasue its much more efffective.
In teamgames its all about composition and play with the own strongness...not the weakness.
Why would you ever use X unit when the other faction has the POSSIBILITY to go Y unit which is better. Cost opportunity.
Not every USF/UKF player is gonna go Priest or Sexton commanders.
Why would anyone ever bother getting a Stug, if OKW has JPIV. Why bother getting a T34, when UKF can get a Comet.
That's the kind of logic you are applying here.
Regarding Howitzer vs Mobile artillery, let's also ignore the fuel cost discrepancy between both. Yeah, when you have infinite fuel, suddenly mobile Howitzer/Rocket are more attractive as well.
I like the gymnastics of nerfing unis from other allied factions which would somehow magically make people use the ML20.
It's a compound problem. As long as the most popular commander get's access to recon + offmap or offmap capable of 1 shotting them, static Howitzers remain less viable.
If the ML20 is supposed to be inferior AI wise than the LEFH and probably the Katyusha, then it should fulfil or have some other niche role or characteristic.
In the same way we gave the PW suppression, i think giving it some temporal debuffs against vehicles should be worth trying.
It sounds as good idea in right direction. If SU-76 will become main AI dealer in T3, while still not so mobile and friendly to use as old-70, it can find place. Then Axis could counter LV SU push much easier and don't suffer from T-70 that can kill any LV that axis have.
Main idea should be: T-70 could work as AI and AT vs LV, but SU-76 as AI much better. While SU-76 give for SU player good AI and support tools (smoke barrage as example) it still vulnerable to enemy LV and save possibility for Axis player to counter SU-76 by 222 or Luchs.
If you were to nerf or remove the T70 from T3, people would just use the M5 Quad as a shock unit. If that is not viable, then people will just skip T3 all together, play T2 Zis and try to get a fast T34 or Katyusha in teamgames.
We have the current situation with the T70 because you can't normalise the tech expenditures between factions at equivalent timings.
Assault nades (individually), molotov, flame nade, RET rifle nades, PF nade (MAYBE), stun nade and blenderkorp.
Some of those have more utility, but i'll rate them lower than Rnade.
As other have stated, it's hit or miss. Compared to other grenades, it's better use when multiple engagements are occurring compared to other grenades. If you try to dodge once you heard "grenade", you will eat the dmg no matter how fast you look for the squad which is getting shit on. The shorter range of other nades, makes it more telegraph when it's gonna be used.
Add how bad audio cues are in the game + the never fixed no animation Rifle grenades and you have this "inconsistent" nades.