And you are acting like it's way better than it is. All those things you said are nice, but you left out the fact that it's in Sov t3
By the time the quad is out and upgraded you don't have much time to use it for anything other than AA. But that's not even the main point here, the point is that Soviets have no other AA units at all. Pintle on IS2/ISU is the only other form of AA they have...
You're acting as if games lasted a grand total of 10 minutes. Back when stall for IS2 was popular/viable it was my second vehicle after T70, and would usually get to vet 3 before stuka CAS was even unlocked. It's fundamentally a very good light vehicle, and I like it way better than the USF AAHT, which I find horribly unintuitive to use. I'm not even joining the debate on "is its AA capability OP" - just pointing out that it is way more than just AA.
Admittedly I don't use/see it very often these days, but that's mostly because Ostruppen/5 man grens = no stuka CAS and few OKW commanders have a loiter. And because, you know, T70 exists.
All other factions with all their other AA have alternatives or suplimentary AA.
USF has pintles.
OST has pintles and the 222
Ukf could build a bofors
OKW has free AA on their base, can build multiple 2cm pits and has pintles
Soviet can have 1 pintles on field max, and they are attached to the most expensive tanks in their entire roster AND are doctrinal, limited to 1.
ALL other AA is also more durable or survivable.
USF can disembark and screw up tracking (can also use this to generate vet for other tanks or give themselves a Vetted AAHT)
UKF centaur can bounce shots and has a large health pool making it impractical to dive
Ostwind can bounce shots, has health and has mobility
OKW has smoke and again that free AA on their base which can't be stressed enough as bonus AA
Soviet AA not only lacks durability it also lacks any way to escape from a bad situation.
I've also never seen a kraut mower used as a shock vehicle like I have for both halftrack AA variants (not since it got its mobile suppression and retaining reinforcement after upgrade removed anyways)
Odd for sure the least flexible, least survivable AA does AA better than any other. We should definitely look into this more while complely ignoring the surrounding army and traits as well as the unit itself except exclusively its ability to do its only job.
The meat chopper does amazing damage, can fire on the move with high dps, has superb suppression, and has overdrive on top of already high accel and speed values.
You're acting as if its rubbish outside of niche AA uses.
You're half-correct. People do need to play all factions to understand the mechanics and issues. Playing just one side leads to horrible bias.
However, playing all factions a roughly equivalent number doesn't make sense at all, since that would mean you play 50% more Allied games than Axis ones. And across a playerbase that is simply not possible since the matchmaker needs to match the playerpool 1 for 1 exactly. If 3 people are queuing Allies as Soviet-USF-Brits and only 2 people queue Axis as OKW-Ost, 1 Allied players will be left without a game.
So if you play equal games with all factions, you will have 50% more games as Allies - assuming that you can even find matches that often. The true equilibrium is playing both Axis and Allies 50-50.
This is why Katitof and gbem style comments should never be taken seriously. FYI Gbem claimed that my 1544 games as Axis and 1501 games as Allies made me "Axis-biased" at 50.3% Axis games (while he himself played 100 times more Allied games than Axis ones).
You can do the same werfers and panzergeranadiers are cheaper and non doc.
They're just a lot worse. PGrens are a 4-man squad while werfer rockets take forever to reach and are easily dodged even by those with 56k connections. Worse still, Werfer has only 1 salvo so there isn't even an area-denial/pushing opportunity. With continuous bombardment rocket artillery, you can actually use that to support a tank push.
Calliope is so good I actually use the doctrine in 1 v 1, since it saves the trouble/cost of teching Captain + unlock for pack howie. The Calliope is almost impossible to dive and can even survive double PAK. Even as a 1 v 1 main it's a ridiculous unit. I can imagine it being hell for team game players.
maybe thats because the soviets are performing poorly based on automatch stats... and are highly reliant on a single OP unit (or a certain commander) to carry their nonexistent midgame infantry play
That would be a legitimate argument only if top tier elite infantry weren't readily available in all the best Soviet doctrines already. The only two good doctrines which don't (Defensive doc and Armoured Assault) have insane bonuses to make up for it.
Armoured assault gives you virtually nothing early on in exchange for late game insanity with IL2 and IS2 tag team. Defensive Doc gives you dshka and M42, which are a different approach to strengthening the Soviet early-mid game.
People keep dishonestly harping on about "non-doc" elites as if it were actually an issue for Soviets. It's not a tradeoff when the top 5 doctrines all include elite infantry, and 8 of the top 10 do.
I think losing a rifle squad mid-late game is too punishing if you have your own armour on the field because USF tanks rely so heavily on mobility and snaring enemy armour to survive.
This change won't effect early or mid game so much, but will make it easier for a USF player to know that they have a for-sure snare capable unit they can build and position in front of their fragile tanks.
Hopefully giving USF a less hectic and micro-heavy late game.
Should be bundled into the existing base grenade upgrade for no extra cost
I don't think it should be a "move". It would be strictly a nerf since it's free at vet 1. It would be better if nade tech unlocks AT nade at vet 0, while vet 1 still gets it for free.
Your infantry units are far more cost effective than your opponents and preform better, so start with that. The standard infantry available to both Axis factions is vastly superior to what the USF/UKF have. Only Soviet Penals are comparable.
Just CODGUY things. You probably lost your Shermans to Obers and Kubels are destroying your Jacksons, am I right?
(1v1)Take fights all over the map. Don't blob vs brits. Stall for a luchs and then you can f*** him. If he's spamming infantry like that your friends are: MG34, Luchs, Leig.
Since IS is superior to volks early on, don't overextend and force fights. Cap what you can, fight in cover, stall for a luchs or leig. 4 IS + UC will seriously hurt the manpower for Sappers/AT and since IS have no snare, it's easy against them.
This is really bad 1v1 advice.
Taking fights all over the map means you lose fights all over the map, since equal cover IS will beat Volks, forcing you to retreat while he caps/decaps and pops medkit. A single volks won't be able to flank a Vickers. And against UC you need multiple squads to actually force it back. I'd recommend getting a rak as your next unit once you confirm UC, and not before. Getting a rak if there's no UC will put you way behind in the infantry game, contrary to what Katitof claims.
You literally HAVE to pair squads together vs Brits until you're on STGs. Volks don't have enough close range DPS to charge IS 1v1, but you lose badly at range. If you have 2 squads, you can take a bit of bleed to force him into hard retreats and secure map control.
4 IS + UC doesn't hurt the manpower for AT at all and certainly isn't considered spam - it is in fact a very standard build which is very manpower efficient since OKW will bleed terribly against it. 4 IS + UC will curbstomp you if you try to rush for Luchs, since you will get overrun and lose map control. And since AEC has the exact same timing as Luchs, you'll be doubly ruined. If I even go mech at all vs Brits I go Puma first before Luchs, but most of the time I just rely on MG34 + leigs to exploit their lack of smoke, lack of indirect fire, and lack of rocket artillery.
It's cannon has no AI (0.5) but once upgraded with MG, it's got 2 hull MGs + top gunner which is often enough enough to support other units. It's piss poor vs AI compared to P4 and Sherman (which, in HE is the best AI tank). Sticky nade could be removed.
And considering RNG. I mean, complaining about RNG is like complaining about luck in life. Deal with it. I've had games where my Panther didn't miss one moving shot long range and I've had games where a shot down plane fell on 3 of my reinforcing infantry near truck. 2 Obers and one sturm. One should never complain about RNG, ever. Play with the hand that was dealt.
The problem with your refusal to play Axis is that you end up with such ridiculously biased "opinions".
Comet and Panther anti-infantry performance are not "similar" at all. Panther has a serviceable amount of mg damage, it's okay and I wouldn't call it terrible. The Comet cannon actually gets kills and wipes - it literally has good AOE and scatter. It's hardly even comparable. With WP and grenades Comet can dominate team weapons, especially AT guns. You're basically calling a C+ and an A "similar".
I never said the Comet was a match for the Panther. I said its overall package is too good, and its armour is oppressive vs mediums while AT guns, shrecks, and Panthers can't pen reliably. Doesn't Panther have 200 far pen? I thought 220 was mid. It doesn't actually change my point, and especially the examples I used. It has heavy tank armour, medium tank speed, lots of utility, and literally no weaknesses. It probably got overbuffed a little the last time round. Should either undo the cost decrease it got previously or nerf some of its overperforming stats.