Increase its penetration so it can actually occasionally damage the front of medium tanks other than Panther.
Give it more infantry killing ability
Increase the price if necessary.
I do think it needs to be much more useful, but increasing the price isnt needed. Su-76m is supposed to be a decent cheap price, but effective.
It would be nice if barrage was a toggleable ability that changes the main gun by allowing it to shoot curved HE shells with some scatter, but it can still move, but slightly slower. That'll actually give it some AI power. And i hate having to cancel the barrage because the enemy moved 5 feet. An adjustable way to fire those shells would make it effective.
It is legit a ZiS-3 gun on a tractor, but if it had low damage, good pen, but the same reload as the ZiS-3 - at least allowing it to get good shots off from afar since its a long ranged weapon, but its current pen is too weak for its effective range. Its just terrible to have one when there are medium tanks around, and this thing stands no chance against OKW. |
Rifle: 5 stars
Mechanized: 4 stars
Scavenger: 3 stars
Recon: 3 stars
Fortifications: 2 stars
Elite armored: 1 star
Thats pretty much 100% accurate. Rifle Company's rifle call in will probably be given a CP increase and/or price increase, since no one is a fan of vet infantry at start with no penalty, and even then the call in wouldnt be spoiled. Its still extremely useful altogether.
Scavenger does not seem to have any abilities too imposing, but it doesnt seem to have anything bad at all, so its practically level with the starting commanders - which are very decent and useful.
The idea of mechanized's m3 scout car... i mean, dodge jeep really annoys me, but whatever.
Elite armored's abilities are too reliant on the final panzer IV J call in, which isnt anything that spectactular when it costs an arm and a leg for being barely on par with other tanks, while relying on hundreds of munitions on upgrades... i would want it, but its nothing that desirable like Infantry and Mechanized Company - im definitely getting both.
Fortifications doctrine is not meant for playing against other players - at least the entire doctrine tells you to invest 3/4ths of your income to defense, which is lame.
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Small arms dont have AoE.
Whats the difference when a tank comes in, wrecks everything, and leaves unscratched?
Compared to a simple far out flank, destroying what you hate most, and backing off?
Its performance is map dependent, as it practically overperforms in any closed off urban areas. In country maps its next to useless. But all artillery is like that, and some maps favor certain factions or certain spawns. |
I think this is a knee jerk thread.
Yeah. Must be the huge special effects of the stuka strike.
But seriously, it has the lowest squad wiping potential of all weapons that kill more than one model per shell.
All tanks can squad wipe. All tanks have a much faster reload than the stuka zu fuss's cooldown. At max? It can probably wipe 3 squads because of RNG. But that usually doesnt happen as RNG alsp makes squads walk away. Do squads wall away from Tigers, ISU's, t34's, IS-2's, Sturmtigers, King Tigers? The most commonly used squad wiping weapon is THE GRENADE. Many squads have it. Molotovs crit and wipe squads. Flamethrower crit and wipe squads. Grenades land at a squad's feet and kills full health squads. You cant prevent all of this from happening to your squads. You cant prevent crits when you expect something less. The Stuka zu Fuss is another innefficient method at this squad wiping that is so prevalent in this game.
Also, the priest is shell artillery. Its also deadly accurate, especially its own creeping barrage. Its cooldown also isnt bad. You can spend forever blowing up base structures with a stuka zu fuss, but the m7 priest does it very well, especially against OKW trucks. Did i mention USF offmaps demolish set up OKW trucks? |
Smoke is very useful, and especially since Americans can practically shoot it anywhere. Shooting smoke at yourself or shooting smoke at your enemy is a great way to cover you retreat when you realize your infantry are doomed (at least you get a second chance to retaliate). Shock troopers still prove really great, even against uber obersoldaten, and i usually throw a random smoke at the ground if im forced to retreat to cover my retreating soldiers.
Penals do need an overhaul, since i find it very discouraging to build a unit that are better than conscripts... when they should serve a somewhat different role than conscripts, but still excel at it. Im comparing this to grenadier - panzergrenadier. Its useful to build both as they are strategically different from each other.
Switching t-70 with the su-76m seems to me like a very recommended action in terms of slight changes since: the t-70 would probably be used more as it would be in a tier where it wouldnt be dominated by a tank considered superior, and T3 would get ranged support, which could be useful, and imo, t34's supported by su-76's seems like a pretty natural thing that should have already been there to begin with.
I really, REALLY hate that T3 and T4 are designed to be OR tiers, not AND (as in flexible to build both), and you can only build one of them, realistically. Both tiers need some leg room within themselves as to have all their units be useful and viable 100% of the time.
I mean look at OKW's first tiers.
One has the IR halftrack, the Jagdpanzer IV, and the Infantry Gun. With the complaints of the luchs' arrival, switching the luchs with the IR halftrack would give the tier AI, AT, and artillery.
The other has the puma, the stuka zu fuss, and the flak halftrack 251/17. Thats already AI, AT, and artillery.
You are practically NOT screwed over if you pick one over the other, and the final tier is always viable, or sometimes you can build the other tier as well - or even all of them!
Soviets never have tier luxury, except t2 which is why its the most used tier - mainly for the maxim, but it also has AT, AI, and artillery. See this pattern?
T1 is where this gets screwed up, first of all. Its loosely based off of vCoH American tiering. Thats a no go. T1 is not self sufficient, unlike T2. It has the scout car (which i think its stupid, and in the long run, becomes obsolete and non-essential), the sniper - which i consider a temporary counter to infantry, not a direct counter, and then the penals - a tryhard improvement of conscripts - but has a very similar role, anyways.
The soviet faction is looking for a lot of adjustments and changes. Ostheer techs differently and has practically all useful units (not the sniper, at least im not a sniper person) until t4 - where the problem is the price to tech to tier 4 which makes it unwise to tech at all as everything you need is in t3. The panther could be 10 fuel less, but my main gripe is the cost of teching to tier 4 making buying units in t4 an invest that pays off too late.
Soviet units are apparently supposed to he depicted as cheaper and more numerous, but they still have to have their own values and uses.
I think there should be a way for guards to be nondoctrinal, but be in smaller squads - but i want this to be in a specially equipped soviet Guards faction - the OKW of Soviets. Practically all lend lease equipment and tanks - heavier and newer tanks as well were given to Guards divisions. To show the elite and well-equipped portion of the Soviets, as they really did have some form of their own elite. Current Soviet faction is shown as overall bad - which is very unappealing. |