All tanks did less damage/had more hp, its pretty silly
https://www.youtube.com/watch?v=3iDBnBXSRj4&list=PLFWa7lAuxXdje-vaDzr7eTrf54xgB9HcL&index=5
Holy shit, it's like they're shooting hard boiled eggs at eachother xDD |
Panthers best option probably...
Panther with skill smoke is overall best option against medium spam.
The Stug might provide more firepower for the cost than the Panther, but it lacks its HP, armor, speed and turret...
After reading your guys' responses and looking over the differences in health (85s with 5 shots of health, Panthers with 6) what you're saying makes a lot of sense.
I guess I just thought that it was more important to get more guns out on the field so you could kill them quicker, but I guess I was probably just overestimating the STUG in this situation.
I know for sure that STUGs are very good even in teamgames, but against 85 spam, panthers are the way to go. Thank you for the replies! |
HMGs:
I am undecided if they should act as high suppression platforms or as infantry killing machines. The former makes more sense for gameplay, however I somehow prefer the latter.
I prefer the current implementation of suppression. Partially for realism and partially for balance. If you're suggesting to lower suppression in favor of tearing infantry to shreds, I have to disagree.
Maybe increase damage against units in neutral and negative cover, but I'd say that light and green is probably fine. |
How about we don't increase the STUG's fuel cost. |
I've had two games now where there were a couple of Soviet players who spammed T34/85s like nothing else, and I was just at a loss for what to do against it.
A wolfpack of 85s decimate infantry very quickly, and smash enemy armor to pieces using pure numbers advantage. It's just so effective. I've been bashing my head up against it a few times and I just can't seem to figure out the right way to counter.
After being soundly buttf*cked by the 85s the first time, I decided that the numbers were just too much, and they needed to be countered by a semi-equal number of STUGS, because they trade better. As well as snaring troops nearby because they liked to dive.
Me and my friends play on discord together. I tried to coordinate a push in the middle with all of our tanks. One of my friends had 3 panthers and I had 2 STUGs, as well as some other tanks, I don't remember exactly.
The plan was to go in, and target each tank one by one to whittle down the number of tanks firing on ours. It worked, somewhat, we made progress, but even with a lot of allied tanks dead, the 3 panthers died in the fight, and both of my STUGs. I think that overall it was still a bad trade. But I just didn't know what else to do, because it was Lanzerath and we were completely pushed out of the forest, leaving us no choice but to have to push through the middle, where all the Allied tanks were.
Forgive me for the long-winded post. I have a feeling it's starting to look like a rant. I'm not saying it's OP, I'm just saying I'd like some help figuring out what I'm doing wrong here.
Should I be making Panthers instead of STUGs? Obviously plant more mines but they aren't necessarily reliable (considering the enemy can just go around them without realizing if you're unlucky) and you can't use them offensively.
I have a feeling you've got to counter them with panthers maybe but I'm just at a loss here.
Please and thank you. |
I just came in to say that Raid Tactics isn't only light vehicles any more, any vehicle can use it. |
On the topic for this thread, if the whole "casemate tanks are inaccurate while rotating" thing is repeated in coh3, I'd like for this fix to be implemented first and foremost, but I also would like a "facing" button for all units. Just a button that you press and left click somewhere to get the unit to look in that direction.
I understand you can somewhat do this with the move command but with a "facing" button you don't have to be as completely perfect with your micro. Sometimes when I'm trying to get an AT gun to face a tank I click a little behind or to the side and it causes the AT gun to move. Same for the MG.
EDIT: It doesn't have to be on the grid or anything. |
It's definitely not cheap and it definitely doesn't come early. Unless you're talking about the AEC. If you're talking about 4v4 then you have to consider fuel caches because that can cause them to come out much faster than normal. |
The only thing indicating Panzer IIIs in a co-ax MG for the tank but there was also that in CoH2 so maybe it's a leftover.
There are Crusaders also in the files however and they were only pretty much used in Africa so there is a high chance of PZIIIs making it there as well at some point I'm guessing, obviously don't keep your hopes up however.
I find it funny how there's a Black Prince that never even saw actual service but not the mainstay tank of the German forces in the earlier part of the war until now which should have been in CoH2 as well.
+1 |
What does it have to do with retreat points if both IGs and Pack Howi cant retreat?
I don't speak for Katukov but I'd imagine he meant that if the pak howi or leig were able to retreat, they have the possibility of only retreating back to where the FRP is. The 120mm, meanwhile, always has to go the full distance back to base. |