ST is a good unit, but it´s not OP. And it is inside a very bad commander.
Allies late game have a lot of counters, in form of TD and Arty.
Yet those counters cant prevent inf squads at guns etc from getting one shotted from the fow. Just because there are counters doesnt make the st fine. There have been many abilities nerfed/removed despite their being counters in the past.
Ram is a recent example and still op cuz it excist according to some, mines being locked at 2 models per squad to prevent full squad wipes with little to no effort (wich is what the ST and avre are) from long ago. And obviously the demo nerf wich needs no explenation.
Dont know if any 1 posted this, as su needs ai much then at at t3 make it an ai vehicle primaraly a.k.a light stug e/licht brumbar. Keep the 60 range because how fragile it is (or give it a hp and armour buff and put it at 50/55 range) remove the barrage and replace it with (creeping) smoke barrage for 40 or 50 muni Have the vet1 abilitie become at mode with current pen but 160 damage.
This way t3 becomes an ai tier as some1 posted before with a at mode behind vet1 in the su76.
I cant understand balancing.
They give other faction passive healing for half track. it was unique ability for osteer
and when I say something for OKW, this is OP and it's unqiue for them!
Ost didnt have it before as well. They got it dispite the ost halftrack saw good use while the m5 doesnt, and none of the ost healing is base locked unlike soviets have as only faction. Now reinforce and medic bunker can be put in a single bunker as well now. So why the ost halftrack got it is strange to me.
The m5/soviets are most suited or deserving for a passive heal abilitie.
This bias is enormous.
Leaving out half the abilities of many allied vehicles and only focussing on their weaknesses and pointing those out is not getting you anything.
Although they do have the abilities, these do add a extra micro tax and in most cases cost ammo just to be on par. These give advantidges yes but at a cost, its not al fun and joy.
Axis tanks have better raw stats wich makes them safer and far easier to use.
Like Hannibal said, it's not the same unit. It's a different unit in a different faction. It's sort of similar to the role of the Stug, but that's it. You should never directly compare units in different factions because different units stand behind them.
SU76 can still penetrate heavy tanks. The chance to penetrate is not really high, about 50% for the likes of KT/T. That, however, is more than enough if one gets two SU76s and keeps them alive. Their ROF basically says "Ok, I have lower penetration, but I shoot so often that I sh** on your statistical analysis".
Same as how SMGs are good vs clown cars and the likes. They have lower dmg compared to semi-auto, lower penetration, but much higher ROF.
Point is, SU76 should not have the penetration, nor the survivability (Eg. vetted up stug can bounce quite a few shots, not to mention the low size for the misses) of Stug.
Imo soviets t3 is about equel ost t2.5. Sov t3 is a steping stone tier. Its only function right now is unlocking t4 and the t70. For ost t3 and t4 are viable end game tiers in 1v1. For soviets only t4 is.
While the stug/jagdpz 4 and panther are both good for ost and okw, for sov the su76 isent and the su85 is.
The su76 just is to fragile clumsy and lacks scaling.
As for the rof advantidge, the stug gets the same rof and better speed with vet. While it already beats the su76 in everything but range.
If the su76 should remain at lower pen and damage and have a low survivability. Its should offer utility. At this point it doesnt have enough or the right kind for any1 to pick it over a t70 or t4.
AT guns != Healing, is what I'm saying. I don't think that comparison is particularly fair at all.
Also: Vet 5 healing really isnt arguable to be a replacement for base healing at all. Self-heal should be removed, however.
This was about things being a core feuture or mechanic and its unfair that is locked at a specific tech. I am not saying AT equels healing. Self heal can be moved to vet 3 imo, at vet 5 its kinda pointless
The are slight differences in how faction get their power rolling. I used the atguns to show that okw has at at all times an healing requures backtech or specific tech path. And for other faction its the other way around.
Okw has more unique things then other factions that imo dont make it unfair that their "free" healing is a bit harder to get
Totally agree, medic is a core mechanic. it's not something for balancing factions.
In OKW if you go mech, it's not possible at all to get the free medic. This is so unbalanced.
Okw has other powerfull traits other factions lack. So its actualy balanced that their medics require a specific path imo.
If you you want your stock superheavy (wich no other faction has btw) you need all your truck deployed anyway. Its just a choice to go 1 way or the other how to get that stock superheavy
What okw also has is that 2 out their 3 stock inf have self heal with vet next to the sturm medpacks.
Most factions and specificly su and usf need to tech a certain direction or backtech for at guns.
I think there are 2 ways - t3 rework with better m5 and SU-76 timing, or better anti tank veterancy. I'd rather have second.
Currently SOV do not struggle that much, yes it's can be tough sometimes, but you still can have your zis gun and big variety of great non-stock elite infantry (cough..guards..cough) before t-70
The vet is easier to do so yeah that would be preferable. The m5 imo would still be to late, and going m5 usualy means a loss for soviets.
It can just be me but dispite being fairly well balanced soviets suffer throughtout the mid game till the t70. Afaik no other faction has that esp not in that margin. Its like you say doctrines or the t70 make the sov midgame nothing else.
But having great units in doctrines doesnt fix the faction. The ptrs its sill a pea shooter for a at weapon only good early on. Not that guards are bad units far from it but button is easely countered and expensive.
su76 needs a vet rework at the minumim
by variety of adversity I mean that Axis has one stock light tank (Luchs), two halftracks(251, flak 251), two scout cars (puma and 222). Not a lot of armor here and all that come waaay before SU-76 and could be long dead before its arrival, especially flak HT, due to its static nature.
they may not have a lot of armour, but their timing is quite early and vs soviets who lack mid game power they get extra time to generate value. The flacktrack imo is excelent vs soviets, it supresses quite well has the almighty get out of jail free smoke. The su76 if available earlier would be excelent in shutting it down.
So we have rather low armor pool of light opposition and rather late timing. If you consider 60 range and decent penetration stats we can see very clear intent to make at least somewhat viable at fighting medium armor, while Puma is purely anti-light with high speed and acceleration, defensive smoke and 'aimed shot', making it the best light vehicle hunter.
Since it supposed to fight medium tanks, it's clearly lacking here and needs better scaling, because current veterancy is pretty crap, in my opinion, and does not help with fighting P4s and whatnot at all.
right now the su76 is intended both as a medium and light td. It missis the timing for the former and the stats for the later
Not saying it should have huge penetration from a get-go, but at least give it some at vet2 or even vet3.
Puma offers more value because of Stuart, AA HT, AEC, t-70 etc. SU-76 does not have that variety of adversity. Pretty much puma is better at killing light armor and vehicles, while SU is better at dealing with medium armor. It is problematic to dive with SU76, while it is rather hard to kite a medium tank with a puma or deal any significant damage to such type of armor without heat shells or vet 3.
I have to disagree somewhat. Axis have plenty of lights, its just vs su you wont face timely lights making the puma usefull. Usf and ukf dont have that isseu as much.