Exactly, it’s absurd that it should require 2 REs to babysit it all game for repairs.
. You can also use crews from other tanks.
If the brits can manage to keep their churchill repaired I'm sure with a bit of effort the usf can keep the Pershing up. Higher armour and more speed means it's going to take less damage.
I'd nerf the Pershing's speed and anti infantry, up the price to 240 fuel, give it a crew (preferably elite for better repairs or KV1 treatment with less HP and damage reduction modifier) and make it a regular heavy tank without a limit.
It's too late in the game's development at this point though, so no chance this happens.
It'll never ever ever get a crew unless it's a one off even if you lose it like the old tiger ace.
As Katitof said, this is not true. Also the Pershing has 1 sec of wind down, which will not be affected by vet and comes from a quite slow firing fun anyway (about 7 sec per shot iirc)
30%is still at least in line with most bonuses. I know it sucks because it's banking on a munitions but unfortunately the presence of combined arms makes it a tough duck as if you make the reload much faster then combined arms can put it over the top.
It's also worth noting that IIRC it has the worst reload out of all the 160 damage heavies (so not counting KT). How it has a worse reload than the 2 stage shell is2 is beyond me but video game.
I don't recall the values but the Pershing gets its rof doubled at vet 3amd before that can get a 30% reduction iirc through combined arms.
@spoof when the mg42 was moved from t1 to t0, it was increased in price from 240mp to 260mp. because timing matters in the relationship of price and performance. for example, if volks stgs were coming when 7 man hit the field (for regular timing, what seems to be happening to Gachi isnt the norm) they would no doubt be cheaper
but atm, look at the pros:
early hitting upgrade
2 weapons, cant be dropped
flat upgrade over default weapons- better at all ranges, especially closer
can upgrade in enemy territory- means not having to fall back even for a second to get em, let alone head back to base for a weapon rack
better on the move than default weapons
most i could see is either an extra weapon with a tech or freeing up a slot vet or a truck built.
to amalgamate some suggestions here:
mech truck unlocks sweeping upgrade
med truck unlocks better version of stg/ an extra stg
schwere frees up a slot
the results are: mech focus is clearly light armour, so volks can help support these better.
med truck is infantry and infantry support focuses, this improves okws infantry power
schwere is where things start to get squirrely in the late game, so a small token to let them scavenge firepower.
The thing has almost half the cost of PzIV if it could counter a PzIV on its own it would be OP.
A supported Su-76 can ping PzIV at range 60 and provide barrages, so it effective and performing according to cost.
But if you have a suggestion I would be happy to hear it.
its not its initial value that is problematic its that it becomes dead weight later on because its made of glass and no, buying another scaling does not make.
i posted my suggestion earlier about tech locked scaling, saying its good enough if you just buy another is not fixing the problem.
durability is a lot in this game and the su76 has none. you say it shouldnt be soloing an p4 and thats fair, but it cant solo anything except a bunker. a luchs even has the capacity to beat it up due to its lack of turret and extremely low durability, let alone a puma who will literally run circles around it for a similar cost. the su76 doesnt even have a cunts hairs hope of a chance and the barrage doesnt offset that it can be killed by literally anything starting at and exceeding a 222.
All units can close against weaker targers, but again, good luck closing against even weaker upgraded rifles\tommies, even if you force them to reatreat you would shortly retreat your volks aswell. And if enemy squad is so badly unjured, then with or without STG you can try to get push.
well i suppose its a great thing that volks can heal up on the field then isnt it? also if they can force a more expensive squad to retreat that is STILL a win. you seem to be under the impression that the only wayfor volks to chalk up a win is to wipe the enemy unit while also taking no damage and that simply will not happen. if a 260/60 unit can force a 280/120 unit to retreat you have won even if you too have to retreat.
There is zero flexability. You are thinking from a excel sheet perpective. In a reality all so called "flexability" and "close range DPS" is jokingly low to be even considered a major thing. Its a 1 in a 1000 scenario, where StG volks would actually win a fight where without them they would have lost.
if you are facing a long range squad close. if you are facing a close range squad stick in cover and force them to take free damage. its not spreadsheet perspective its how the fucking unit is supposed to be used. they ARE flexible regardless of how you feel about it. a player with ppsh cons cant realisticly sit behind cover with their 3 nagants if they are facing pgrens and lmg grens dont get to decide they want to close if they are fighting lmg paras.
They wont lose against elite inf, they litteraly would lose against everything, if its not fresh ungunned unit.
so the sort of thing they are facing when their stg upgrade hits the field (along with access to their snare, and HMG, slightly after their flame nade) ....weird
By your logic, penals shouldnt win against obersoldaten like at all or grens shouldnt win against guards, because "they are more expensive". This is stupid aurgument, every other inf has a sweet spot range or a way where they can more or less effectively engage more expensive squads\upgraded units. Volks, past mid game, dont have this sweet spot.
penals will get shit canned by obers if you sit at range and dont make use of their FLEXIBLE engagement range capability. penals do NOT have their own "sweet spot" range, just like stg volks they have FLEXIBLE relative positioning. see where the enemy specializes and do the opposite. you have that power.
Except it has nothing to do with it. By your logic, volks are shit late game because starting unit is ST, volks are shit in late game because they have early nades and faust for tech. What it has to do with them being not scaling garbage?
no volks lose out late game because they hit their stride sooner. just like the other units were losing out against volks because they hit their stride later this is offset in part by having units to carry them through when they are not top of the food chain. you cant have your cake and eat it too.
Where discution went from "Volks arent scaling into late game" to "Mentioning whole OKW army units to defent volks being weak". I can aswell pick strong sides\units from other armies and base my aurgents on this. This is irrelevant.
its not irrelevant at all. okw has one of the best AI specialists in the game stock, sorry their standard run of the mill infantry dont make them obsolete before they even have a chance to see the field.
And to clear myself, I didnt say that volks need to have same late game powerspike as cons do, in case you again think that i'm saying that volks should become replacement for obersts in late game.
what you are saying is it seems is that despite having elite units stock designed specificly to take up the mantle volks need to continue dunking on more expensive un its AFTER they invest more resources and time into these units, that again volks were beating up after their first tech was built- because its not fair that after investing in sidegrades and extra resources the allied units are pulling ahead (in a similar fashion that volks were for the earlt mid game) am i right?
you cant expect to pull the advantage from 5 min to the end of the game while the other guys are throwing fuel and time at their units to raise their own bar.
The unit performs according to its cost and that makes cost efficient.
It should have its gun rotation increased -15 +15 but further buffs would require increasing price and would make it more attractive.
Come on now. You sre better than that. Mainline are supposed to be used in numbers. They are an exception not the rule. If you need 2 mgs to stop infantry from walking up to you it's not a good mg. If you need 2 snipers for them to generate value they are not up to snuff. If you need 2 su76 for them to be effective they are not in a good spot.
Panther IS NOT A TANK DESTROYER stop calling it that . It's a CHASER tank ... It's role, (if you can even call it that) is to CHASE other tanks down with no moving accuracy bonus. That is the problem with the Panther and has been the problem with Panther since forever.
so its a chaser tank, not a tank destroyer and the issue is that its got silly tank destroyer gun stats and not chaser tank gun stats... i think even you might be able to figure this one out with a bit of time and a white board.