It is accurate enough to bleed opponents hard.
Yes a 260 fuel gun should do that, it would be sad to invest 260 into a unit and watch it kill a gren squad in 4 hits don't you think? It already bounces frontally on panthers, tigers and bounces 7/10 times on a Elefants frontal armor, so you see it is not that good in AP as it is good in HE.
Panther is only 75 fuel less expensive. The difference in armour, range and anty infantry potential seem to be greater than the price difference. Panther looks bleak here imo.
260-175= 85
Also I cannot comprehend how you are unable to understand basic english language. 1v1 here signifies ISU-152 v panther only and no other unit on the map. Here panther beats ISU easily.
With support as in actual battlefield yes it is difficult to push but that's where your teammates should come to help since the presence of ISU, elefant affect all the players on the map and not just the opponent and the owner of these guns.
Generally, 70 range unit that can deal with both target types is a bit OP imo and follows the pattern of many Soviet dual purpose units.
I don't think that stalling for a heavy tank is such a bad idea, especially if you can have a mixture of t70s and ZiSs to deal with most threats anyway.
Soviet dual purpose units? Is there anything as such? T-70 is good against infantry and pz2/222 but comes around 3-4 minutes late as compared to them. T-34 bounces most of the time on pz4 and has inferior AI, it is ineffective against panthers. SU-85. Axis has the best multirole tanks panther can decrew an AT after flanking it, Pz4 can decrew it frontally with 1-2 good shots and they both fair great against T-34. If SU-85 gets flanked by any of these it is as good as dead.
You need to understand the point here, to counter a panther Soviet has to go SU-85 which is ineffective against infantry whereas panther and pz4 both are good in AI and AT both and brummbar god like AI which Soviet lack. Hence ISU fulfills the role here by providing both of it. |
Imo the problem is different. Very often an mg, pak, mortar crews or infantry won't be full health. Your scenario is highly unrealistic. Axis units will be fighting other frontline units while ISU will be adding damage. If ISU deals 80% damage, any other frontline squad will easily finish the job ar ISU will finish off a squad that is fighting other squads.
Panther won't beat ISU unless Soviet player just lost all his support. Panther will be likely snared when diving and ISU will just shoot from afar adding additional damage, or will use mark target (imo then it deals even more damage than elephant).
Both above scenarios are very likely. The problem is that ISU will be able to do both jobs from 70 distance. It is a balance problem imo. It is too good at dealing with all threats.
The 80% health damage done by ISU was a RNG stuff it does not usually happen, at long range the scatter of ISU shots come to effect and it gets fairly inaccurate at hitting both Infantry and Armor at max 70 range.
I mentioned 1v1 of ISU and Panther, I don't know how panther will be snared in a 1v1. I also dont understand why a top 400 player will push ISU if it is supported by infantry. I dont want to get into this ISU vs Panther discussion it is idiotic.
It is not a balance problem, if you let your opponent stall for 260 fuel and have even control of the map while the Soviet guy saved up his 260 fuel, you need introspection rather than balancing of ISU. |
Have to see the OHK radius, but to me this is like people saying the ISU AT is bad. I've been using ISU on AT regularly for the last week or 2 and I've killed tiger aces, elephants, JP4s, Panthers etc. It's not bad, you just can't expect the ISU to 1v4 multiple AT sources.
People saying that a panther can 1v1 an ISU are doing it in a vaccum. In real games you're on rails and metal, there are mines, snares and other tanks. Flanking isn't always an option, and frontally the panther loses.
The most damage I have seen done by ISU to an infantry squad is by doing 80% health damage to the squad and then subsequently kill it. I have never in my entire COH 2 history seen ISU do a one hit kill on not a clamped up squad and they are on full health. Panther can 1v1 ISU and beat it, you have to be around rank 9000 or something to keep it infront of ISU and hoping to beat it. The reload time of ISU gives panther ample amount of time to not get hit by the second shot of ISU and easily flank it. Now the problem is support for ISU, well you have a 70 range tank destroyer with the same issue and it can easily stun and stuka dive bomb kill the tank. I don't think these abilities need changes since they would take out the fun from the game not everything has to mediocre and tasteless. |
The panther has difficulty countering 60 range jacksons and fireflys. How is the 70 range ISU countered moreso?
I have seen all of the TD bounce on Panther frontally and the most surprising was ISU bouncing on pz4 okw vet 2 frontally which happened with me. Out of all TDs except ISU panther's shot does not bounce. Yeah they are a problem I guess also the blitz panther gets on vet 1.
Has there been any replay where the ISU has wiped a squad with full hp? |
1. Thankfully, the Pwerfer, like all rocket arti (besides the perfectly balanced stuka zu fuss, and arguably Calliope) needs to be essentially hugging the front line to work consistently. IE if you are consistently losing pack howitzers to them, you have them way too goddamn close.
2. There's a lot to unpack here, but if you are getting snipers in response to pack howies, you're using snipers wrong. If you're using snipers successfully to counter any sort of indirect, you're opponent is just dumb. if you double teched for pack howies and m20s, and it isn't in the late game, I pity any allies you might be playing with.
3. Imagine mentioning diving with armor being ineffective, while literally 2 sentences later mentioning that its effective. except one is vs expensive one hit killed rocket artillery, and the other vs recrewable team weapons. Since you went captain, you have this magical thing called an AT gun, which makes it excessively risky to dive a p4, or something, for a team weapon that is easily recrewed, especially with the ost player knowing a jackson isn't far behind their first tank. Want to know what happens when I lose a pack howitzer? I say "oh no!" immediately recrew it, and send it to be almost instantly replenished by my forward ambulance. Don't need veterancy if vet 0 suffices.
I think you misunderstood my point. I was simply explaining the asymmetries that US and OST have. Just like pzwfr is very good against USF TW play and sniper is good against any US build, pack howie is good against infantry and TW of OST.
Also I mentioned ineffective armor diving of US tanks and effective armor diving of OST tanks I don't know how you misunderstood that I did try to mention it in separate points with specifically highlighting the factions. The possibility of pak40 penetrating M4A3 is 9/10 and Jackson is 10/10. The possibility of M1 penetrating Panzer 4 is 7/10 and even less on Panther and Stupa. Vet 0 penetration for pak is 200 and M1 is 140 while the armor on Panzer 4 is more than Sherman. See the difference? That's why I mentioned it is easier for OST to dive and get away, not counting the blitz ability and the panzer tactician present in few commanders.
Pzwfr has 240 range and pack howie has 120 and you are saying that 120 range is less? That's still 2x the Jacksons max range and 4x if you count jackson being close to howie. Pzwfr has a turret and it fires all its missiles in a single salvo unlike katyusha hence it does not even have to stick around after firing and getting spotted in the FOW.
I don't want to turn this into a biasness of factions debate, my point was that every faction has its crucial points and asymmetry. USF has pack howie please don't cry about it whereas OST has every possible unit in the game except the long range mobile howies but it does have mortars with +5 range benefit.
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I mostly play Allies (Sov and USF). the Pack Howie is completely brainless, and a total crutch unit. I have literally watched it on multiple occasions fire one shot, and obliterate a squads health in cover, and then 2nd shot, wipe the squad as it retreats from the barrage area. Don't get me started on double pack howie, literally no time to react. Reducing its fat AOE and giving it its 6th man back or something wouldn't kill it. Its unfun to play against, and boring to play with. I assume its not as big of an issue in 2s and 1s, but I wouldn't know since I mostly play w groups of friends, but in 3s and 4s its complete cancer. even the Laser guided mortar 2:1 doesn't stand a chance. I want a tool I can use well against Ost sim city, and indirect spam, but not one that nullifies every kind of infantry play.
Well if it does than it's good right? Since it is easy to lose too! One panzerwerfer barrage wipes this unit, even a single vet0 lmg gren can decrew it. It is a crutch unit because US suffers against and has no similar unit to:
- Panzerwerfer : US literally does not have any tanks that can push deep into enemy territory and kill them. Nor do they have any anti blob non doc.
- Sniper : Same as above but they are countered easily by M20, but M20 sucks against OST.
- All OST tanks med to heavy can easily decrew it and have good AI except panther but even the panther can push and kill them without even bothering to get killed since Jackson and M1 At bounce on its frontal armor.
It is easy to play with and rewards a lot yes. But it is your fault if you let it get past vet2. |
Another noob l2p thread. USF does not have any counter blob like Stuka or Pzwerfer learn to embrace the asymmetry rather than cry about it.
USF is already dead for pros as seen in the 2v2 tourney. |
I have uploaded a replay where my IS-2 went against panthers and Ostruppen. |
What is the reinforce cost on 5 men G43 grens after Tier 4 has been built? Does anyone know?
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No |