I have the feeling it is reducing it. From my perspective it is much easier to balance Churchill tanks than IS2 or KT. Because it is less about %pen/armor but damage a unit can sponge before retreating. Once all AT units have a mínimum dps guarantee per hit, you can adjust their dps and lifepool, %Pen is just there to provide an extra damage, what is called critical hit in many games and can turn tides as RNG factor.
Now about the poke damage you are refering to, I don't see it as a bigger problem. a volley of 10 bazooka dealing flat out 30% of their damage (but with a really low chance to pen) or a volley of 3 (actual) bazooka over 10 that deal damage the target, the result is the same in term of damage.
On the first case, if one of them crit, its additional damage
On the second case, if a 4th crit, that the same amount of damage added.
RNG issue is more about timing and critical moment. There are moments when having bad RNG isn't critical at all and other when it does.
You don't really care on having bad RNG on a unit you wouldn't have kill even with RNG favors. But you do care of RNG when it is about what the OP describes.
BTW, what the OP describes as example wouldn't have occure on Coh1 thanks to defletion damage. Dice Rolling for 100% damage or 100% deflection isn't the best design choice and shows till today how hard it make for the balance team to set the cursor for each unit. Dice Rolling for let's say 50 to 70% of the damage but you still have 50 to 30% damage guaranteed is in my opinion better in terms of balance.
Show me at least one quote from a top player. And like u said for the FIRST SIX minutes. Even if that was true, would u lose a game because 6 mins of an op sniper? LOL. You can't even win a single argument against me. For the first 6 u can simply ignore the sniper and outcap. Then when u have fuel advantage, rush vehicle and then take on the sniper when you're ready.
You should battle more ingame and less on the forum.
USF is the only faction you need to decide if you prefer being raped by infantry blob or by light vehicle when you're teching. Outdated design on a faction that need a serious overhaul.
And tell me how you can lose an AEC to one or two fausts. The first 222 and AEC both take exactly 100f to get (tech and unit cost). Tell me how you can't back away your damaged AEC into your base from another 222 when the Ost player first needs to wait for teh fuel and mp for another 222 and then wait for the 222 to build. And the first 222 is either dead or severely damaged hence it'll will take a long time to repair. Same goes for paks, and schreck pgrens. There is a very slim chance that the Ost player can afford 2 units from T2 the moment your AEC hits the field. I fail to see how vulnerable Brit are to 222s. They are certainly worse off than the other allied factions but you still have a respectable # of tools: AEC, At gun and doctrinal AT sections, at gun + mines, piats, etc.
two fausts + first 222 damage to your AEC means AEC dead. Of course if you're playing vs a rank 2k you're chance to get back you AEC alive are great, but I have see enough of my mates playing UKF and diving with an AEC to kill a 222 to tell them, you and anybody: Don't fucking dive with your AEC to kill a 222, you have more need of your AEC than your opponent his 222.
Now, I don't care at all of what you do with your AEC, in fact my comment isn't for you but for the audience, people who may think what you say is a good idea. And they can try it if they want but if they fail, they'll also know that someone said this is a really bad idea.
That's why I said you can "try" to go for the kill. Even then many times the faust arrives too late. The AEC only needs 3 shots and even after fausting the AEC may still have to range to connect the killing shot on the 222. The AEC is just as fast as the 222 so there is NO escaping the AEC. The ONLY way to escape is if the faust arrives before the 2nd shot of the AEC.
Losing an AEC is much worst than a 222. Once fausted there is nothing to save you from another pfaust or second 222 coming to finish the job.
And since brit isn't exactly the faction that can hold more fuel than his opponent, you need your AEC to stop gap the Pz4 that is coming to butthurt you, even after two 222.
AEC is helpful, you just can't go for the kill if there is more than one 222. You can get an AEC at the same time the 1st 222 arrives. So if you do see the 222 immediately, you can try to go for the kill. That basically neutralizes 222 spam since you need the numbers vs AEC and if you quickly kill the first one....
Basically what not to do, haven't heard about pfaust?
a bit of a problem with that though when using the SU-76... for starters it lacks accuracy and even when its shots do hit it only does 120 damage... the old SU-76 at least compensated for its bad accuracy with high rate of fire and thus i employed it much like cavalry... a shock tank i would rush into the flanks of a big tank while the SU-85 snipes it/keeps it distracted/abuses its low target size to kite shots... and get out using its speed... it was essentially much like the puma... in its old role...
the patch however reduced its DPM and anti infantry potential respectively... which means it no longer fits its old role as cavalry... in fact it no longer fits any role efficiently... the puma is better at its supposed role as anti light vehicle/cavalry... and even kills infantry better when not using the barrage... in fact its soo bad at killing light vehicles now that when opponent brings out an SU-76 i simply just rush it and kill it... its simply that bad...
SU-76 is there to poke your opponent at far range and jeopardy a potential rush. the unit is fast enough on backward to hit twice at max range before being really threatened. If you can rush a SU-76 and kill it, it only means the unit was overextending.
Old SU-76 was too good and could simply be used as main AT and Arty unit when spammed. Both Stug and SU-76 have been logically nerfed and cannot sit there and outperform more expensive units in there respective function.
SU-76 is still a excellent stop-gap vs Pz4 rush but you can't simply rely on it to deal with your opponent's armor. Which is great.
Build one to support your troops and then go T4 for more firepower.
We are almost the same rank in USF 1 v 1 yet have totally different experiences. How strange, when fighting OKW I'm afraid of Luchs, P4 spam, Obers, double-cloaked raketens. If I see a KT I'm laughing my head off and enjoying my free win. One Jackson can easily force the KT into perma-repair status while getting Vet 3 for free.
You can't even say "noob learn to play" cos we're pretty much the same rank.
The only time the player with the KT wins is when it's called in as a "Victory Parade KT" on an Allied player who has clearly lost but is just bleeding out the clock/vps instead of surrendering.
And? You're not going to lose your KT vs a Jackson, so smoke launchers are irrelevant. Vs 2 Jacksons, you most likely not going to lose your KT if you keep your front and don't get cocky or bad luck, so here again smoke launchers are irrelevant.
90% of the time I see a KT, the game is also over because I took down his T3 and kill all of his tanks. This doesn't say the KT is a bad unit, it only says that when people finally call it, it is already too late.
Now the remaining 10% of time, the KT is supported by another tank and still have infantry around and that's another story to fight it with at least 32pop of your army dedicated to pure AT.
it would op if it wouldne cost anything...this isnt an arguement.
why it should possible to dmg engine with stuart? it is really fast...and can flank easily..it is really usefull in midgame.
USF dont really have problem with LV....because of the cheapest AT unit in game: double zook pios.
puma is a victime for well handeled stuart...because stuart win with the stun abilty.
Puma win the the range and it doesn't cost any munition.