Looking in the fog of war is a regular for me, I look for trees being knocked over and other items of the terrain etc, indicating armour moving through the area. I'd suggest many players do exactly the same thing, so a player looking into the fog of war is not a great sign of MH.
Better to look for other signs, like tech choices, avoiding mines and launching attacks in the weakest points of your army with no scouting.
It's subjective and depends on the amount and the timing. The last time I reported someone, they started the game watching the outside of my base on Steppes. There definitely wasn't tanks or crushed trees at less than a minute.
Most people look into the FOW at times, especially if there is a Sturmtiger around as you can get an approximate location by the sound of the engine when it is moving. |
That is simply incorrect.
Apart from doing more damage in AT the bonus applies to barrage also increasing the kill radius.
This is simply a personal attack that is being used in an attempt to derail the thread.
When most tanks have 640 health, there isn't a significant difference between 120 and 140 damage. When the SU76 is paired with another AT (either a ZIS or SU85), it will take 3 volleys to kill a tank whether the damage is 120 or 140. Unless there is a special Vipper version of COH where you win the game based on the number of times you almost kill a tank, there is no significant advantage to 140 over 120. |
So the SU-76, I have used this unit extensively since COH 2 launched. My opinion on it is that it is not a bad unit for its timing but it doesn't scale well or offer anything of value late game that isn't better spent on other things. It has no real role nor does it offer any meaningful support.
First Veterancy :
Vet 1
Unlocks the "Tank Hunter Camouflage" ability
Vet 2
-25% recharge time of the "Light Artillery Barrage" ability.
+16.7% damage.
+30% accuracy.
+20% ac/de-celeration.
Vet 3
+25% reload speed.
+17.5% rotation speed.
+11.1% range of the "Light Artillery Barrage" ability
The SU-76 Veterancy doesn't offer it anything useful that allows it to scale into the end game. It is all over the place with a bunch of different random things that it doesn't really need. Before any buff or nerf the Vet is really in need of a rework/overhaul. The Unit needs additional penetration/sight through vet rather than accuracy (vehicle target sizes are rather large and it rarely misses even without Vet so its wasted here)
Also the improvements to the units acceleration/rotation via vet should be made baseline as it is a very cumbersome unit to work with.
Second the Unit really should have switchable Ammo - HE Ammo with similar strength to the USF M8 Scott auto fire (with 35-40 range not 60) would allow it to support better. With a bigger price tag (say 10 more fuel) it could be an additional choice over the T-34.
Thanks for posting the veterancy. One of the things that sticks out is the +16.7% damage. I didn't realize it got any buff. Due to the way that most tanks have some multiple of 160, the 16.7% improvement doesn't really provide a benefit. Increasing it to 33% like the Puma has would help it a bit. A penetration bonus would also be helpful. |
Are ridiculously op. and ( T-70 not 74 )
So am i completely noob on the subject and i should know something ? Or this is fucking unbalanced ?
The win rate this month for Soviets in 1v1's is 49.2% which implies that the overall balance is good. If shocks were great, top 200 players would play them often. Instead, they pick Guard Motor, Lend Lease, and Airborne, none of which have Shocks.
Maybe there is a Wehr unit that can deal with a short range, AI only, squad that can't plant mines and has no snare. |
I don't know. I feel like it always does something even if it doesn't kill anything. Since it's anti everything it basically guarantees you map control unless you have AA and want to roll the dice with staying in the circle. (probably a bad idea in most cases as anyone with half a brain will have a tank dive ready to follow up the off map with) I feel like the cost increase made it more balanced in that it's less spammable but the "anti-everything" is bad design IMO. So yes, definitely worth the munitions and I would say mostly balanced in terms of cost to performance ratio but still pretty lame to play against.
When I use it, maybe the first time it is helpful. After that, everyone watches the minimap and somebody builds a quad. I haven't tried it since the quad nerf so maybe it's better now. |
But has 10 more range than the Stug, more accuracy, speed and acceleration And is cheaper. And you get a free OP barrage ability for the same price.
The barrage is NOT an anti blob ability. You shouldn't use it for that. Its an anti team weapons, and it is OP in that.
The barrage is neither free nor OP. It's 35 munitions for a 5-6 shell barrage. If you notice the first shell, you can move your MG by the time the second one hits. It is 35 munitions just to force a MG to reposition, which you can do for free with a mortar. |
talking about sector assualt. Honestly IL-2 loiter isn't terrible but it also IMO needs to be used in the correct scenarios, otherwise it feels poor.
Yeah sector assualt needs vision but only for a second for the planes to pick a target, which should be really easy to achieve.
I just tried the IL-2 loiter. It was a little ironic that after saying it was really so-so, I used it twice to save an IS-2. It doesn't do loads of damage but the suppression is enough to allow even a snared IS-2 to limp away from a shrek squad. |
Not sure why people think it's a "so-so" or mediocre ability. You make a push and slap this ontop of it and it wins literally any armor engagement.
Are you talking about the IL2 or Sector Assault? The IL2 does practically no damage to armor. Sector assault can but IIRC, you have to maintain vision for it to work. |
The loiter is really good against infantry
sad that they basically removed it out of all soviet commanders, except armored assault
It's also in Advanced warfare still, but that commander needs some TLC. I haven't had good luck with it. There's usually 2-3 OKW players in a 4v4 who can make it go away with the click of a button on their Schwerer. TBH, I haven't used it a lot lately as I normally pick something with a howitzer counter. |
yes, this is true, but rarely anybody makes them now. Its much more profitable to rush t4 or go t-70 than to get it. I would honestly tell the devs to either go hardline competitive and buff it with damage at vet, or go with hardcore drugs and give the SU-76 a kv2-lite siege mode, where the tank becomes immobile, but fires HE shells in it's firing cone. That's basically completely fitting for the theme of the SU-76 as well
I like that idea. It's how the unit was used during WWII. I wouldn't want it to autofire though, because 2-3 of them combined with ZIS's or even lowly PTRS penals would be really hard to play against. |