Literally the only change is the squad size going from 2 to 1, and the HP increasing to 82. Not sure how it would be "totally useless" now, since its effective DPS would be exactly the same and its ability to survive RNG-wipes (mortar, etc.) would go up...
Useless because it would be like the brit one but without any of the useful bits. You would literally be better off getting a mortar. Worse becauae you would be paying the same as an ost player for their sniper for the same durability but less offensive capability.
Make the sniper take longer to train, make the extra model more expensive and take longer to reinforce, buff the counters. Do NOT make it literally a shittier clone of the ost one with shittier stats and shittier vet. Mentioned above the cooldown on the soviet sniper is 4 times longer than the ost one.
The brit one at least offers support with the target ability and arty flares and doesnt have to retreat to base to heal up when a gren lands an lmg burst on it. The soviet sniper will have NO CHOICE but to retreat to base and would offer nothing but being slow AF at killing infantry. |
Exactly this. People have been suggesting this since alpha.
Why would you change so many other things? Go from 2 models to 1, and increase the HP to 82 to compensate. That's it. No other changes. ROF stays the same (still fighting 4-5 model squads, so why change it) and camo would stay the same. Yes it would survive a direct mortar shell, but right now the mortar is an effective counter BECAUSE it's 2 models, and wiping both is required to remove the sniper.
At 1 model counter-sniping would actually make sense, rather than having the 360mp vs. 90mp risk we have right now. The 222 could stay the same and actually be effective vs. both brit and sov snipers.
The current meta in big games is pretty bad, with penal/guard blobs covering 2 sov sniper squads, which pretty much force an instant retreat to OST 4-man squads. You can't even 222-dive because of the penal PTRS squads covering the snipers. Mortars become to default counter when you need to get rid of multiple models via indirect fire.
Drop it to 1 model and suddenly ost can counter-snipe effectively, fixing that entire problem.
So just make the soviet sniper straight up the worst one hand s down with nothing unique at all. That could work.. The old last patch demo treatment- nerf it so much its removed from all play forever but still technically in the game.
Make it like the brit sniper but without onfield AOE healing, or AT of any kind, no arty, and no support abilities Except vet 1 flares which you can get on a cheaper mortar that will survive an assault and ALSO kill models outright, often multiple, and provide utilities like smoke, all for 2/3 the price. Yep. Thatll fix the soviet sniper problem. 100%. Good work guys we did it! |
But zooka, piat, ptrs mainline inf is not cancer that totally nullifies lights and counters meds pretty well?
Well they ARE, but all them are minimum 280mp and a fuel sidegrade and then muntions ontop at the very least. Non of them self heal either. Penals while hellishly OP do have the worst AT weapon for assaults, long aimtime means no snapfire guided missiles, and low damage means no alpha strike. They are the molitov of AT weapons. (Although they are still OP) |
Thread: Su-766 Feb 2018, 09:15 AM
The idea of doing patches with scope simply does not work.
It can only work is someone uses a benchmark and compares everything with the benchmark.
Currently patches to fix the balance between 2 units while breaking them for the rest of them and that has left Ostheer (what used to be the benchmark) to have to relay on call in units.
There are simple things like the XP value of the SU-76 that should be fixed with or without scope.
Depends on how broad the scope is. Something like say: "adjusting vet gain an abilities" i think would be a perfectly reasonable scope. There is so much going on in this game that refining and giving a bit of focus is a good idea, however too tight a scope is possible. |
The 222 uses a small AOE right? So accuracy would only help so much and then it might end up being OP (20 damage per shot iirc) so what about just having snipers take ~10% more damage from the 222 instead? See where that goes and increase/decrease as needed. |
Thread: Su-766 Feb 2018, 08:15 AM
Tbh i dont think the pen difference makes all the *er* difference. 10 pen at max vs a 20 pen difference in armour values for target mediums. Both are guaranteed to pen eachother and all mediums EXCEPT p4s with skirts (not something the pen handicapped stug deals with) or panther/comet/churchill/brumbar/jp4. and obviously the KT for non doc combatants.
It makes sense for the su76 to have slightly higher pen than the stug given its own stats as well as the units it targets.
But truthfully i would mind seeing the su76s rear armour fall some, its unique in its open back and i think being vulnerable to infantry in the rear (maybe for decrew lile the sturmtiger? Could be interesting. Target tables could allow mg strafes to deal damage as well even. The unit itself is fine, however being spammed is not.
Hell even increase its cost to like 100 fuel unless t4 is built, then it CAN be a hold out, but if you need to build t4 ANYWAYS to make it cost effecient maybe it will incentivize diversifying |
Well with an argument like "no explanation needed" and the only suggestion on how to change it being...nothing backed up by "this thing is getting on my nerves" its easy to see this isnt a rage post and is instead full of insight and well thought out direction for a unit that has been a joke for almost its entire existence before now.... But seriously, if you want it to change you need to cry louder. Caps are necessary in whine posts, and more hyperbole (THIS THING KILLS ANYTHING IN 0.06 SECONDS OV A BURST AND FIGHTS OF TANKS)
Overall i give this post a 1/10. Very poor |
ive seen the usf mortar used extremely well in team games, usually a pair and ALWAYS on the move after firing, generally throwing non stop smoke. people that try and use them in the same manner as an ost mortar (set and forget) generally do the worst with it because thats not its design. with rifles losing access to smoke having such a rapid response unit able to sling it is paramount (especially against ost and their MGs) |
I can't believe it hasn't been suggested yet : vet 1 WP barrage. Neatly fixes the issue of shit damage and range, giving it more utility as the game goes on.
Yes, it overlaps with the pack howie, but considering the state it's in, who actually builds those.
Could be cool but i think WP is bloody strong, to come on something so early might be game breaking. Them mortars vet pretty fast.
That said holy hell i want it. |
Thread: Comet31 Jan 2018, 12:42 PM
Tried using comets (multiple) in team games, these last few days but they just can't hold a candle to axis heavy armour.
Their survivability is nice but just like the Churchill, they don't end up dealing enough damage to really hurt the enemy and instead start feeding vet. Vetted comet isn't worth much which just makes the problem even worse and by the end game you are grossly out matched.
Far better to instead invest in fireflies and get them vetted if you want to stand a chance against axis armour build up. Mulit-role Comets might be great for smaller game modes but I don't see them having an effective role in the team modes where play tends to be more specialized.
Perhaps someone has a replay where comets are effectively used in team games?
In team games you are not supposed to ignore your FFs for anything, what the conet does is grant you a replacment for your cromwell that is cheap enough due to resourse inflation to make up for it. You have a premium medium tank, not a something to replace specialized units.
Its like having a nondoc t34/85. Youll still need an su76/85 unless you wolfpack like 3/4 of them |