Back in the day I was suggesting to turn StugE into some sort of the "LV" vehicle for Ost, meaning that it would come around the time of other LVs, with its armor\damage being ajusted accordingly to its new timing and play a role of a proper non-glass cannon LV (since ost is the only faction without them)
This is pretty much the only way StugE could have become usefull without overlapping with Werfer\Brummbar. But its too late for this anyway.
Mainly because stug E needs it armor/HP since it actually HAVE to stay on the field to shoot and recieve damage in prosses. Again, sure stug E can 3 shot squads (but relistically you need to hold-fire and attack ground to do it consistently so additional micro is requred), but it cant do it from the distance which requres you to dive it\push. Again, the reason stug E has its armor - because its exposed to TDs\AT guns\Inf\Snares constantly, if the stug E is shooting at you, then its in range to be attacked back.
Scott on the other hand can do it from the distance where its not threated by anything unless enemy is diving you AND on top of the fact that the only way enemy can get you - push the attack (which on its own forces enemy to play on your terms) but not only that.
Even if enemy is diving you, you still have 2 hits window to survive, you still can use smoke on top of that and you can de-crew scott to mess up enemy tank firing and force it to stop-A move it in order to finish it. And all of this on the unit which effectively can stay out of enemy range\behind sight blockers and not even need to be exposed to the enemy. And you can safely add RNG aswell, that your diving tank can miss on the move, hit something and so on.
Why would we ignore the armor? why would we ignore that if it fire so slowly its because it 2 shots any squad in game?
The unit has its Cons, as much as the Scott but their goal are similar, bleeding opponents. Scott needs the barrage to take on an atgun, Brumbar can simply sit in front of it, Scott can shot over obstacles, Brumbar can't, you need 2 Scotts to be effective, one brumbar is enough etc...
Mainly because Brummbar needs it armor since it actually HAVE to stay on the field to shoot and recieve damage in prosses. Again, sure brummbar can 2 shot squads (but relistically you need to hold-fire and attack ground to do it consistently so additional micro is requred), but it cant do it from the distance which requres you to dive it\push. Again, the reason brummar has its armor - because its exposed to TDs\AT guns\Inf\Snares constantly, if the brummar is shooting at you, then its in range to be attacked back. Well unless its using its vet 1 ability, but it has huge cooldown so who cares.
Scott on the other hand can do it from the distance where its not threated by anything unless enemy is diving you AND on top of the fact that the only way enemy can get you - push the attack (which on its own forces enemy to play on your terms) but not only that.
Even if enemy is diving you, you still have 2 hits window to survive, you still can use smoke on top of that and you can de-crew scott to mess up enemy tank firing and force it to stop-A move it in order to finish it. And all of this on the unit which effectively can stay out of enemy range\behind sight blockers and not even need to be exposed to the enemy. And you can safely add RNG aswell, that your diving tank can miss on the move, hit something and so on.
It really reminds me when zu fuss requred 2 shots to get killed and was effectively almost immortal to LVs dive and even diving it with single tank didnt garantee success.
You can do the same with 1 unit as Ostheer, which doesn't cost as much popcap.
Fun fact is you don't even need to associate it to a doctrinal unit to maximize its potential, a single pioneer is enough to spot for it.
Well if we ignore that it cant shoot over obstacles, it has slower rate of fire, it have to exlose itself to ATguns\TDs, that enemy inf always can see it unless pre-fired and that it dosnt have turret ... then you would be right.
I just thought this excerpt was kind of funny in the given situation, with the context of an atgun bouncing 4 times, but it is a part of what constitutes a "proper support". Whether or not it's proper support seems to be decided by rngesus. Really the at gun isn't reliable. The mines and infantry are way more reliable.
Well it was said that USF AT gun with AP rounds is still the most reliable AT gun to penetrate P4J. But again, P4J is an idiotic unit for both enemy and the owner.
Other premium mediums can be reliably penetrated by AT guns\TDs and its compinsated with increased health, while P4J has the same health as all mediums, but increased armor.
So as I was saying you either can have situations like 4 bounces in the row with it or you can have it gibbed with all 4 shots penetrating it with 0 bounces.
I agree that USF arent having the best dive stopping tool kit. But again, we are talking like there is x3\4 USF player team. But even if there is, one of them might just pick a commander with normal mines.
Point is, old cali was over-tuned when it came to a real game, in 1v1 scenarios maybe bounce and 3 hit HP pool was alright on paper, but in reality it wasnt.
Not to mention that, unless you are shotgunning with your cali its not that easy to dive to begin with.
For the rest, I think you simply don't want to acknowledge the question of RNG because it suit you. So let's stop here.
What you want me to acknowledge?
When it comes to armor combat Sherman is a generic medium, with a generic medium price and generic medium RNG behind it.
Jackson is the best TD in the game, utilizing range\turret\mobility to avoid ANY damage, why would you want RNG on top of that?
Scott is utilizing range, surviability and smoke on top. Thats why people complain.
And when it comes to the commanders:
Buldozer, EZ8, Pershing, Assault sherman grade gives you plenty of armor RNG. Its the core roster of USF just dont have place for RNG considering what units you have.
P4s aren't supposed to be counter to Jackson (like atgun are supposed to counter P4j), and again it's long range penetration, P4 like panther have already 100% to pen at low range in case of dive.
And its not counter to jackson, the same way T34\76 arent supposed to counter Elephant. But if you flank Elephant or if you managed to get close to the Jackson then you can counter them with mentioned units.
Long range with P4 is 40, Jange of Jackson is 55, long range for P4 is close to a medium range of Jackson, if you let P4 get so close, its really your fault because you have huge range window to kite with it.
Calliope don't have panther or damage engine mines to protect them. If a panther dive, then you have to keep your jackson at distance and the calliope because there nothing that can temporize your escape.
For mines its true, but you still have snares on your riflemen, you still can lay mines with RE to slow dives, one of the cali comms have ranges with elite zooks.
Its not like you dont have anything but jackson to protect your calis (while jacksons are still the most effective) and cali survivability was nerfed to begin with because it requred less protection and was more forgiving on the unit which is supposed to be protected and used on range.
And unlike any rocket arty in the game, it cant be killed with counter-arty and it cant be sniped if its too close, its doc unit sure, its more expensive sure but its still by far the best rocket arty unit in the game survivability wise, and when it was able to bounce and had 3 shot-hp its survivability was just over-tuned.
We're talking about RNG here. The nerf consisted on removing a 10% chance to bounce at max range. Which was solely done in regard to please a certain portion of the player base.
Calliope efficiency has been nerf long time ago that's not the topic, last nerf was about its armor and hitpoint because some players find it unfair that RNG could decide against their will.
Exept thouse RNGs were on units which are not supposed to have it. Its like if Panther had 10% to not take any damage from mines, based on the fact that tecnically you have to dive and tecnically there could be a mine on your path, therefor bad play shouldn't be punished.
Jackson\Cali are supposed to utilize range, they are able to out-range all tanks and stay un-harmed unless dived and the only way enemy can counter them with mediums\panther - dive them. Meaning that if you allowed yourself to get dived YOU either put them in a bad possition or YOU didnt have proper support via mines\AT guns\inf with snares to stop diving units.
The same population that say it's fine if the P4j bounce 4 times consecutively atgun, because its RNG.
Exept unlike Jackson\Cali P4J actually have to pay for a chance to have good RNG. You can either end up with immortal P4 or you can end up with overpriced P4 depending on RNG. But the whole idea behind P4J is shit. I would have rather see it with lower armor, but buffed up HP like any other premium mediums are made.
So why do you think people prefer going for Path&Scott? Because this strat reduce the need for favorable RNG.
They prefere it because its low risk\high reward strategy which has only few very predictable counters. All you have to do to be effective with it - just know how to play the game. The same way Sturmtiger worked, when you could have had total idiot on OKW, who sucks dick untill 8CP then pop-out ST and wipe all your stuff sooner or later.
Scotts right now work pretty much the same, unless its totaly one sided game or unless USF player messes up, there is litteraly no way to efficiently counter them without super heavies like JT\Ele or relying on clocked raketen shoot\retreat cheese.
The same way OKW gets reinforced barbwire, USF gets unique "sandbag" which not only provide cover but also can potentually deny enemy armor movement.
Also its questinable really if tank traps are better version of sandbags. While it can sustain more punishment and it can deny armor, it also makes your squad model clumped up and be more vunerable to enemy nades. You can always build two of them near each other to remove this disadvantage, but in this case enemy will be able to use them as cover aswell even if they are built very close to the flag. Aswell as unlike sandbags, you can hear them being built in FoW.
So yeah, in other words, I think USF having tank traps is more of a deliberate chose and unique mechanic, rather then un-untentional feature.