The only time the KT is worth it, is in shot blocker maps when you can rush it and use HEAT shells (312 damage per shot).
Other than that, generally speaking it has turned from the 'I win' button into the 'I lose' button. It really needs a buff to be viable again as currently it is not worth the cost.
It definitely needs to get Brummbär AOE on its main gun (and all other heavy tanks too). And / or any/some of the following: better turret traverse, higher armor, spearhead to vet0/1, cost down to ~650MP/240FU. |
It's close to useless now.
So useless that it's seen in every single high level 1v1 and 2v2 game, and in 2s there's usually even two per player. |
The officer does promote blobbing, which is bad. But it's only a 10% buff which arguably isn't worth the cost of the officer.
The problem is blobbing itself, which is a problem in every faction (although most notably OKW/USF and Penals, maybe IS Brens). There should be a mechanic that gives received accuracy penalties to squads in close proximity to each other to prevent this (like +15% RA for every squad within 10 range), but that's something for CoH3 I guess. There's HMG AOE suppression but it doesn't really do enough. |
All vet 1, vet bonuses, XP values... should be look at and it should one of the highest priorities. This things have not been touch in 5 year in many cases, and can improve balance tremendously.
I tried making a topic about this a few months ago, but nobody cared sadly.
As for the Katyusha, I'd replace the vet1 ability with an 'indirect strike' ability that lets it fire the rockets like the Panzerwerfer (so able to hit behind shot blockers) at lower range. Adds versatility.
For the love of god no more cooldown bonusses on arty or rocket arty. |
this game sucks
I wouldn't mind this at all, if it wasn't for the fact that it's very worrying for Elder Scrolls 6. They plan to use the same engine when 76 already shows it has reached its absolute max and is still 5-10 years behind most modern games in terms of performance/looks/gameplay. |
I literally did exactly that. I rest my case.
Although I do not think tellers should OHK light vehicles, this argument has been rebuked many times before by the fact that the counters to demos and to tellers are not equal. For the teller mines you'd need one sweeper squad to accompany your one light vehicle, which is doable. Demos on the other hand couldn't be countered 100% because there would be 2-4 squads running around for every 1 sweeper squad.
https://www.coh2.org/topic/84240/let-s-speak-about-ost-at-mine/post/710664 |
And I will ask you again that where is this "NEED" coming from?
The need was coming from the unjust comparison being thrown around that tellers should be nerfed just because demos were nerfed, while they are - because of their counters - not comparable. I was pointing out that the demo treatment is not a 1:1 argument/justification in the teller discussion because it is comparing apples to oranges.
Demos were broken, tellers are arguably not. Still, I think it would be fine to make tellers do a little less damage while perhaps giving heavy engine damage so LV can survive initial impact and possibly escape but will be easily finished off if fausts or any AT is nearby. This would give Allied players at least a chance to save their vehicles and require the Axis players to make an effort for the 1-2 punch rather than letting the teller do all the work.
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You don't need to explain anything, you have no point. Somehow sending a sweeper around with your infantry is too hard, but keeping a sweeper on pace with a light ****ing tank is totally practical? No, it isn't.
Thankfully Tobis explained again what was already explained 3x in this thread just so I didn't have to explain it to you a 5th time.
Yes sending a sweeper around with infantry is too hard impossible when when you have 1 (maybe 2) sweepers and 3-5 infantry squads that need to run and cap all over the map ???
Sending a sweeper around with the 1 light vehicle on the other hand is very doable.
Yes, it is completely practical to sweep for one light tank compared to all 6 of your infantry squads at the same time. If you can't keep a sweeper up with your light tank then you are overextending, mines are designed to punish that. Deleting random infantry squads has no counter besides blobbing on a sweeper. Not good for gameplay.
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I'm sure you guys are right, but man that tank was far away from the circle when it got hit
I haven't watched the replay but it's usually caused by the tank's pintle mount engaging aircraft and because of this getting target locked for the next strike at the very edge of the circle (without any other units having vision) before the planes turn around for the next strike, meaning the tank can indeed be about half the map away by then and still get shot at. |
By your logic, a t70/AEC/su76 is equal in value to 1 infantry squad. That's a shit argument, you're saying 90 muni to maybe wipe a squad (which you need vision to do) is equal to 50 muni knocking out a 75 fuel vehicle? No
I'm not saying that at all, but I'm done explaining. |