The Brummbär is still a rare sight due to being a T4 vehicle and the 150 fuel usually being better spend on a generalist tanks instead of a sole Anti-infantry assault gun.
However, once it has the needed support it can unfold its full potential.
"Attack ground" is the magic word and here is how it works:
Under normal conditions (no attack ground) the Brummbär will aim at the place of a unit's current position and fire on that place. The unit will have usually be gone by then thanks to the low projectile speed and even when it hits, it will often just hit 1 model (which usually is far away from it's own squadmates).
Using attack ground you can predict the units movement and shoot between them, hitting multiple models at once. This is possible because the Brummbär has almost pinpoint accuracy due to low maximum scatter.
For comparison: Brummbär has 2.5 while the 105mm sherman has 4.80 with lower AoE.
Using teamweapons and cover becomes obsolete and even AT guns die to the 60 range bunker busting charge (1st shot always goes straight into the middle).
Other uses for attack ground: Place behind shot blocker so AT gun can't hit, lob shells onto mortar pit. Kind of fun when playing against Brits
Late game it is really bad having to face it as USF. Most people charge in with the first shot being the bunker buster that wipes your first AT gun, second and third shots wipe your other AT gun, after that you have to decide how many rifle models do you want to bleed to try to force it to retreat. I wish they would nerf this to similar performance to the Sherman bulldozer, but I'm sure that won't happen. Someone will come up with some spiffy reason why the Brummbaer needs to be better.
Sappers and REs are not cheap lol? That is why Smith suggested a 50% faster repair rate for Sturmpioneers since they cost 50% more.
Could we pay 50% more to upgrade RE's to an equally effective combat unit to the Sturmpios, one that can lay mines, make heavy barbed wire, get a no-side-tech-cost shrek, and put away mine sweeper when not needed?
I have been using it to great effect as part of a build which i have used to beat Talisman, Barton and a number of other good players. Its very good partly because it suppresses infantry on the move and can counter 222's. I have also used it to finished off a couple Luchs' with it.
Back it up with a zook or 2 so it cant get circled by a 222/luchs. Then use it like the best mg in the game.
Well, your point is much more understandable now. But you have to keep in mind that this is the result of many patches trying to make brummbar a viable tool in 1v1.
What would you propose to acheive these 3 goals at the same time:
- make brummbar less viable in 4v4,
- make brummbar more seen in 1v1 - accessibility is the issue here IMO,
- keep it as a better late game choice than stug e in any game mode?
Ost should have had a tier structure like Soviets. One less tier to Brummbaer would make it a lot more accessible. Making it badly OP once you get it just screws over balance on 2v2+.
I really do feel that axis are overperforming this patch. Haven't won a single game as allies today, even when we played unequivocally better, and haven't lost a single game as axis.
Matchmaking has been really weird lately. I've mostly been playing Axis (love those cool uniforms in this patch) and have had days where I either get really bad players or top 100 players who are going to beat me regardless of any balance issues.
At some level, I don't mind the maxim nerf because before yesterday's patch, most of the people still playing Soviets were building at least three maxims, which can be really annoying for OKW on some maps.
Me too. It takes way too long to suppress vetted volks and literally gets fausted to death in my experience lol.
I'm not sure why this was needed:
Main gun damage vs infantry set to -50%
The reason given was this:
"Due to the changes in the opposing factions (most notably 222 changes and Luchs), we are adjusting the performance of M15 to bring it in line with the other light vehicles. This will also help prevent the Lieutenant tier from dominating over the Captain tier."
I haven't tested it recently, but am pretty sure that the Luchs and 222 have no problem with a M15, even though they are cheaper (asymmetric balancing at its best). The reasoning then boils down to them deciding they had to nerf the M15 because they nerfed the Stuart.
The vanilla faction´s repair rates are just too slow compared to the newer factions. Repairing an IS2 or a Tiger takes ages upon ages. This in my opinion broken feature is especially punishing in 2v2 and up where you spend ages repairing your tanks as Ostheer and Soviets to eventually rumble your way back up to the front line and see that shiney Perhsing, Sherman, Cromwell, Comet or OKW Panther/P4/JP4/Command Panther back on the line waiting for you fully repaired.
Now I don't know about any of you, but I would love to see the newer faction's repair rates get nerfed to Vanilla faction's repair rates. As of now it is a shitfest. I have had so many games as both Soviets and Ostheer where I simply got out repaired...
+1 on nerfing OKW, UKF, and USF repair rates to Ost levels. However, it should be all three of them and not just UKF and USF. I'd bet that the balance team does eventually nerf UKF, USF, and the sturmpio but not the repair from the mechanized truck. The logic behind that is utter bullshit and will further imbalance team games, but team games aren't a priority.
What are people's thoughts on this? Is it worth building now that it doesn't try to turn around to its blind spots every time you tell it to attack something? Or what?
I've tried it a couple times since the new patch came out and ended up wishing I'd just saved the fuel to get a Sherman out quicker.
IMO - They normally come too late, unless you just go T1 and don't spend any fuel. They take an eon to reinforce. If the game goes really long, they get really good but most of the time it seems like volks do most of the same job at a much lower price.
The biggest problem with Obers come when a UKF player goes emplacements and more-or-less forces you to get a walking stuka. Obers come out really late and don't do that well against double lmg sections.