Fixing the AVRE projectile would also generate similar rage. So probably best to fix it AND kneecap the vehicles. They should expect to get massively hammered and put into repairs to get a shot off. Maybe just increase ready aim time by 2 seconds and cut range to 30 for both. Still fix the AVRE projectile, as it always lands short (about 30 range), which is just not as communicated by UI. The ST became easier to use when the reticle was fixed.
At that point ST stops being a wipe machine and does what the AVRE does, forces movement and destroys emplacements.
Maybe remove the suppression. Maybe.
Oh, and rip out that Grenade Launcher. Why does it even exist?
Otherwise, just straight removal is fine.
No unit should consitently wipe mainline squads with little recourse, as thats antithetical to CoH gameplay. The game has seen continuous change to minimize that over time. |
I'd fix the IS-2's scatter, as that lack of reliability is just miserable. Nerf AI if you must, but I want to consistently do serious damage. Its why the Tiger I is still solid, and consistently picked. |
Kite with P-4s while spotting with mainlines to kill the elite infantry. P-4s have incredible AI on the main gun, just kill those insanely expensive elite units. Zooks do not have the range. Use MG-42/34 as well, as they WILL suppress those blobs if its A-moved. Or hit it with Shock Arty.
Its the same way Allies deals with Ober blobs. Elite Infantry blobs are a blight.
Historicity isn't really a good reason for balance changes here, the MP could very well be the logistical cost. US had money to throw at the problem.
USF is expected to use their VERY potent LVs to minimize MP bleed in the mid game. Late game everyone bleeds like crazy, and if you are not bleeding your opponent, you WILL lose. Get a Calliope, Pershing, or Dozer/ed Sherman. Or an elite infantry blob. Yea, that means in team games you're probably playing Urban Assault.
Generally, I find the bleed mid-late is due to fighting high AI armor with high price mainlines. The P-4 and Brummbar really slap, with huge 80 dmg areas and pretty solid precision. This shows up early if you don't break the Axis MG lines, so OST can float the MP for fuel caches. Veto Redball Express, and learn to deeeeep flank enemy positions. |
The only buff that the Pershing needs is an availability buff. It should be available when all tech is researched/upgraded the same way that the KT is available, and possibly the same for the KV2. I don't think either of them need anything except possibly the Pershing needing a little more armor, and possibly not even that.
Making both of them more available would help eliminate the stale meta's that make allies less fun to play.
I think the 45% win rate in team games is what makes them less fun to play...
Generally a 10% differential means there is something systematically problematic. Though I'll bet some of that has to do with maps. Redball and Whiteball need to be played less, as they REALLY incentivize MG42 into cache games. Though 2v2 also has the same divide. Statistically, the strongest Axis team is a 50/50 mix of OKW and OST, in every game mode. Still, this 10% differential is cross all team games. Something is systematically wrong.
Interestingly, UKF was the highest winrate faction in 1v1 for the month of June, I really want to see those winning builds. |
I suggest OP does the same comparisons regarding infantry performance:
place 2 squads in front of said tanks and look if panther wipes them faster
I've done it before, if the infantry is low vet no cover, the Panther actually is competitive. Any cover and vet really changes the game. I think MMX has a good sim for that... |
I'd advocate for buffing the consistency on the IS-2 main gun vs Infantry. Its currently a bit of a lotto machine, missing regularly and with its long reload that feels really bad. At Vet 2, the IS-2 comes into its own with the range and stats to murder Panthers.
The Pershing has the consistency the IS-2 wishes it had, but I haven't tested it this patch, so I can't comment if the buffs were enough. Its survivability is baked into mobility instead of straight effective health, which makes it less noob friendly. See the Sturmtiger or KT for Heavies with all their survivability in effective health. Generally, mobility scales great with skill, so the Pershing might be balanced at high tiers. I'll have to test that.
Has anyone seen the ISU recently in any games? I haven't seen it once since they nerfed the AI to 60 range. It might need an AT upgrade to fix its bad (for a heavy tank) AT. It just got replaced by the KV-2 because the KV-2 maintains the great long range AI WITH better AT AND the massive kneecapping of the commanders. Is it still a win condition or does wide spread SHTDs just make it obsolete? |
You're the best! |
Snip
The Cromwell is INCREDIBLY reliable, with good scatter. It just doesn't have much 80 damage area, so it takes 2-3 shells to really kill models. Similar TTK for whole squads last I checked. MMX has the numbers.
Its just much much worse at single shot bleed than the P-4.
Its AT IS inconsistent without Hunt activated against anything heavier than a Vet 1 OST P-4. With Hunt it can fight pretty evenly due to the increased penetration.
LMG Obers are much nastier than Falls, and they are non-doc. Falls are just annoying because they can drop in annoying locations and have great fire-while-moving, making a Falls blob very noob friendly. Plus Falls show up before tanks, where many players don't exploit LVs enough to slap them around. |
Yea. COH3 Brits are way different, in a good way. Hallelujah. Give me my Gurkhas. |
ST was hideously broken (not in a good way) for a very long time, so it's stats weren't really tracked as it wasn't . Now that it is in a usable place, it may need tweaking.
Keep in mind, the most similar other vehicle, the AVRE, is CP 9 I believe.
We might get 1 more patch. |