Thread: Su-7628 Jan 2018, 13:44 PM
this is where your wrong mate, to say the stug somehow is better then su76 and AT is ridiculous, when the su76 has 60 range.
The difference in dps, effecting from damage per shot and effective reload, is really huge. As far as I know, when it comes to dps, only pak43 can pump out more damage than stug. If you think that su76 can even remotely compete with stug in that regard, you really must be using your AT wrong.
Do mind that I didn't say stug is a hard counter to su-76. It would be one if it had 60 range but it doesn't and the safety of allied TDs is one of the reasons, becouse none of them can compete with stug once it is in range. Stug is a far superior tank destroyer than su76, but it is only a soft counter to su76 - that is the way the game was designed. Otherwise there would be no point to ever build a su76. |
Thread: Su-7628 Jan 2018, 10:31 AM
Well, if you think that recrewing a pak for 90 manpower is as much as losing a su76 for 280 mp and 75 fuel then I guess I cant help you. It has the same range and little to no chance of decrewing pak before being destroyed unless the pak is overextended and flanked. |
Thread: Su-7628 Jan 2018, 10:17 AM
The difference between su-76 and stug is similar to the difference between zis3 and pak40. In both cases the soviet unit can have the additional AI capability by using the barrage, but the german one is much, much better in its primary role - AT. |
Hm, dont know, but sowjet mortars make enough dmg to deal with german mortars, thats a fact.
AND they are 6man squads, thats the problem.
IMO they sukked completely at balancing sowjets this patch, first with the costs for tanks and second with 6man squads damagedealing.
Thats why everybody rages around after playing higher ranked 2vs2 with germans.
and THATS a fact, u have just to look at the games since patch.
8 of 10 games are sowjet included and 5 of these 8 games are double sowjet, brits are nearly out, compared to the time before dec update.
Coincidence?
Soviet mortats in general are much better against other mortars than actually at dealing damage to infantry. That is why it is not easy to counter them with mortars of your own. If you want to do that you need to either reposition often, or build a ht or reinforcement bunker or go for mortar halftrack. If you just stand still you will most probably die becouse of 4 men. On the other hand the german mortar is much, much better at dealing with its actual targets becouse of its high rate of fire compared to other mortars. Squad size is pretty much its only disadvantage. |
The german one is more cost effective and teleports, soviet ones are harder to kill due to to bigger crew but are much less cost effective when it comes to dealing damage. Between the soviet ones: one has teleport but dies with one man left, the other has the loop of death becouse it doesn't teleport but it can retreat with one man. |
CoH2 and DoW3 have very oddly cartoonish graphics anyhow, I hope that didn't infect AoE4 as well.
Nothing personal, but I just preferred CoH's more realistic, grim and dark graphics than the cartoonish robots shooting each other in CoH2.
vCoH is the most cartoonish ww2 game I have ever played. I can't see how you can think coh2 has more of that style. I mean yeah, wfa and especially brits were return to the cartoon, but vCoH2 is the most serious element of the franchise. |
Maybe my memory is shit. But what is direct fire on ISG and Pack Howie?
As insaneHoshi said it could fire low arc if there was a possibility. Which is better acc and much shorter time to target. And that is the hell of a difference. It's performance was completely different in direct and indirect modes. This was good for skilled players becouse unit performance depended a lot on positioning - just like mg or pak. On the other hand the performance was very inconsistent between maps and skill levels and that is probably why it has been changed. |
This game really changed a lot through the years and it is part of its charm. So even though I agree it is in really good state right now, I would love to see a mod that allows choosing a point in coh2 history and playing with units, commanders and stats as they were at the time. Of course I know it would be a huge amount of work that only very few would appreciate but I guess one can always dream |
I have always really wanted to combine Ost smoke plane with goliaths (team game), for an invisible goliath charge! Really need to give this a try!
You can try, but I think it will just prompt a retreat. Plane and smoke is more than enough to realise that something fishy is going to happen there and goliath engine sound is a good reason to push the escape button.
As for goliath usages I think its best used for flanking team weapons becouse neither can they fire back nor retreat in time. I can also imagine goliaths being successfuly used against self repairing soviet and british tanks. They can't move and their weapons are disabled. |
Yes, they are easy to detect, still they are harder to detect than new demos. And they can actually move which is kind of the whole big thing behind them. |