After the Dec patch & 10 Dec hot fix, how are these two matching up?
Thoughts? |
I've given this balancing topic quite a lot of thought. I've wondered why it is people are content to play a WWII game that rushes you through all the years of the war in a mere 30 - 60 minutes? Why aren't there any campaigns / TOWs / mods that are purely linked to a particular time period of the war? Meaning, if you're playing in "1941", you're not EVER going to have a KT called in, nor a Pershing, nor an ISU or IS2.
A "bracket" system, if you will, which locks the techs into a period of the war would keep this train wreck of moving from early to mid to late game too quickly, from happening at all. a 4v4, 1941, for example. The best tank you're getting is going to be the Pz4, and that's the "king" tank on the map. Or a 2v2, 1945, where you're simply not going to see earlier tech because it's been replaced and trashed. T70's don't exist because even a Volks with a sling shot is going to take it out, so your first tank coming onto the battlefield is going to be T34/85s, with lots of IS2's, KV2s, ISU152s, etc.
People fight in the eras they choose, is what I'm essentially saying. I'm surprised this hasn't come up, before, TBH. Some of this concept IS in the game, in the campaigns, I get it. However it's NOT in the PvP, and adding that in would go a long way to solving the teching issues. If you simply cannot win a game without a KT or JP - then just play in 1945 and stick with that. If you like the challenges associated with the earlier parts of the war, then play that. Something for everybody.
Just some thoughts. |
This was the first Soviet Commander I played, and I think I stuck to it for the first 15 games or so. I like the ability to build sets of fortifications to force the enemy to play my game, not his. Would have been nice to be able to build true tank traps. I was disappointed in those. The little nickel and dime mines are def decent to have, especially on a winter map. They plant so quickly, cost so little, a couple by fire pits or building doors are a good bleed on MP.
But my very favorite was the inclusion of the Sorok Pyatchka, the "Little 45". I've always loved that little gun wherever I've found it. Fast, neat, and deadly. Before someone flames me because that little gun can't kill a bigger tank all by itself...well, that's the point of that gun. You never found it just sitting all by its lonesome. The Pyatchka loves company. and LOTS of it. This is why I like how the game "got it right". Low MP cost for a call in, and low in terms of Pop count, as well, allows for very large amounts of these little buggers. Six or seven of these little fast firing devils will kill off a medium tank before that tank gets off shot number 2. Love 'em. I agree with the chap who said give it a ranged volley ability. The Pyatchka's had that. After the wheels were replaced with metal ones, and a spring-leaf shock absorber system was included, they shot oskoluchni fugasni (HE) rounds out to around 7 km's or so, and they used barrage quite well.
Keep this Commander. Just fix the Tank Traps to actually be tank traps (uncrossable).
|
Well, truth be told, I may have just been spoiled by Close Combat, that fun old game, where when they came out with the Soviets, I found loads of fun abusing the system by lining up loads of PTRS teams, and literally clearing the field of any infantry that was seen or moved. They were like snipers on steroids, LOL. I get the whole balance thing. |
I think what bothers me a bit about the Relic rendition of the PTRD / PTRS is that they say it's a crappy anti-infantry weapon. While the PTRD certainly had (what could be termed)a poor rate of fire, they both had 1.) range and 2.) stopping power. Getting hit with a little (hah) round like that at those velocities would easily tear off a limb, or cause instant catastrophic internal damage just from the velocity, itself, let alone the tumbling factors of a ballistic round. Unsure of what Relic chose to call it a poor AI weapon. It wasn't, at all. |
If you want to do some fun T-70 play, do a 2 v 2 or such - just make sure you have an AI partner, against however many AI opponents you want to try. Let your partner play as it will, you make a pair of T-70's and just have fun. You WILL need to field some repair squads, so running Conscript Repair or Vehicle Repair is a good idea - your AI partner will love you for it. You will notice his beat up tanks just pulling right up to your conscripts like a gas station, "Full Service, please".
I played a number of those type games today. T-70 spams, Dual Snipers in M5 (2 x M5's, 4 x Snipasaurus Rexes), and followed the battle as developed by my AI partner. I had a lot of fun. 4 snipers entering an infantry battle is a quick battle ender. Pull up, 1 or 2 x volley, leave to find new battle. |
Tried the T-70 vs OPWind, today. After that I went looking for Stats, to see just how badly I was going to be doing in the future. OPWind has very good frontal armor (120 or so), but the rear...just 50 and change. 50 sounds awesome, till you remember the Tiny Tim 70 has a massive penetration of...45. Doh. "Kappa, where ARE you???" |
This is a (very) situational gun. Range is its friend. On maps with open enough distance, set three of these down and they own. The distance out ranges the sight, so hide a sniper out there to light up the field. Fritz will only know he's dying - but not why.
I like them, personally, as I like arty. All arty. Sometimes I duo w an AI partner against 2 or 3 other AI, and I will only do things like support roles. Arty is one. I will just follow my partner's lead, supporting by fire. Or, take conscript repair and field a massive repair army. Or the doc that gives me repair facilities, and field only engineers, building repair facilities 10m right behind the fighting. The AI loves that.
The breadth to this game is what makes the game. Sniper Spam or T70 fights early, or just wait and pump out trashy 34/85's later. You can find fun everywhere. |
Couple quick questions
Are the numbers just changed because it's a game? The 76mm gun used on the ZIS, the SU76, and the T34/76 are the same exact gun. That's how they Soviets did it. They didn't manufacture three different 76mm guns. So why is the penetration all different? The ISU-152 had massively better penetration than the 76mm did - yet in here it is ZIS-3 as king of penetration, with the 152mm coming in quite behind. That's the entire reason they went with the 152. Direct firing the 152 in its towed howitzer platform was tearing tanks up, so they created that assault gun platform to give it (better) mobility, yet it rates lower than the 76mm towed version (though it does come in better than the poor SU-76 version.
Game numbers? |