Due to the SU-76's limited gun traverse which forces the unit to always rotate onto target, the moving accuracy is being increased to help compensate for this penalty. The SU-76 will still not be particularly strong at chasing due to its limited gun traverse, requiring targets to be directly in front of it in a narrow arc unlike other fixed gun tank destroyers.
Moving accuracy from 0.5 to 0.75
Great to see my suggestion applies but like I said this should be made for all fixed turret medium tank destroyer, because they are particularly crippling to use in 1vs1 due to their need to rotate.
The SU-76 itself has other issues, like not finding a niche role especially due to the low damage per shot.
Changing it back to a 160 damage per shot with lower rate of fire would give it a role as early Panzer IV counter
I think 120 would be better, at 160 SU76 would make OST T3 useless while giving little reason for soviet player to go T4. With good T70 play the Soviet user would have 1 SU76 and a second close or around the time the P4 hits the field. If OST player goes T4 they would be behind in armor even more. Adding in Doctrinal indirect like 120 mortar, B4, Howitzer and AT overwatch would even allow it to work well against OKW also.
Did they revert the 5 men back to 6? Making it 4 men is overkill it would need a buff to damage and or rof then.
Also its quite a bit more expensive, has a longer reload and bigger scatter area so at max range to my knowlidge it isent more accurate.
Its better traits are longer range and better aoe profile.
Imo the unit is fine.
It is still 5 men.
I agree the unit is fine, works best with sight, the barrage is long due to reload and not very accurate however once you get the delayed fuse it becomes great against buildings. Truthfully I feel it hits better than the pak howi but not as much utility.
So let me get this straight. A soviet player decides to use minesweepers in their clown car instead of a flamer (you know, how you do the most damage) and you're complaining? Must be rough to actually play against Flamers...
It actually works out good against OST, since they start with snare the increased repair speed lets you keep pressure up and force some retreats and removing those costly tellers work great.
Played this guy yesterday, assumed he was going to go ostruppen again. Went with Airborne this time to stress his micro.
Started with engi/penal/car. Capped as much as I could before fighting started. Put my 2 engi against his 2 Ostruppen, knew I would lose was just stalling for car to arrive so I could bleed him good. Eventually pushed him back and then decapped his cutoff and gas, we are pretty even map wise which is bad for him since part of the reason for going Ostruppen is early map control.
My car is still alive so I decide to screw with him, SMG clown car catches him off guard a couple times so I really start to control map along with Dshka. I know he is going to go STUG E so I skip LV which leaves me AT poor but no big deal since it gonna be a bit. I continue to punish his units with superior units like the SMG penal and LMG Airborne, I focus on wipes instead of flags to try and slow down his tech and reinforcements. Will also help late game when they get harder to kill.
I catch his MG and ostruppen with SMG car, he gets his snare off but I jumped out and killed his MG before he could retreat. Also got his AT gun with another unit, try to blow up the abandoned MG but get my car in the blast. LOL. His STUG E make an appearance and kills stolen AT so I rush with another unit to decrew and AT satchel it and destroy it.
Game is now heavily in my favor and T34 is on the way. I think he got tired of his infantry getting bullied so he made a PGren, which gets wiped by SMG penal when a lot is going on.
I eventually rush his Vet3 Stug E and get the kill along with destroying another AT gun but bad timing, Panther is out and looking for payback he kills all 3 as they run away due to his mines and snares. I am not to worried since I have another tank on the way and he has lost several units that he needs to replace.
From here on out I am pretty much building my armor up while I dictate the fight due to Panther poor AI. For some reason he makes more STUG E which don't really do much for him. I kill his army and infantry little by little and get the W.
I feel a big weakness of ostruppen spammers is the amount of micro required later in the game if they don't add harder hitting infantry like PGren.
MY SMG penal picked up Ostruppen LMG, does any one konw if it keeps Ostruppen stats or gets base LMG stats?
Played him earlier, he went ostruppen so I assumed he would do it again. Went penal/car/penal X3, used clown car to cause some damage so when our infantry fight he wouldn't trade well. Got snared a couple times, but he never killed my car so I was able to hold on to it for scout car hunting. He makes it as expected and I wait for him to get behind a shot blocker, rush him and get the kill.
I am pretty sure he gonna go for the Stug E, so I decide to skip LV and rush T34, I push him back several times and steal MG and AT gun. I pretty much bully him most of the game, use scorched earth and fear propaganda to control map. Eventually I decide to rush him with T34 and KV8, I kill and bleed him dry. Game is pretty much over I am just waiting for him to quit.
I hate ostruppen, it is so dumb that they trade as good as they do for how cheap they are. Can't wait for the nerf.
KV8 actually paid off for me this time.
Didn't see any ass gren or osttruppen commander so I decided to go with Defense tactics. I lost a match before on this map due to lack of mid game indirect.
Opened with engi/penal/clowncar, went with the usual decap and harass. Caught his mg out of position and pushed it with my engi(LOL) forced a retreat. Then caught a gren alone with penal and engi got the wipe so I know at this point I got infantry #s on him so try to cap as much as possible. I am dictating the match but he gets his scout car out. I try to catch it out of position which I did but I was to close to his base. He killed it and I was forced to retreat, but I now know he has 1 AT gun. I decide to skip LV and focus on making Dshka and putting down a bunker over my gas. Works pretty good for a bit, the bunker caught him off guard and the Dshka in middle building is slowing him down a lot. Make the 120 mortar to inflict bleed and force random retreats.
He decides to make a sniper as a counter which actually worked out well for him due to my army static nature. As I begin to tech up he has built up an army to deal with tanks. However I know I am vastly ahead in gas so I go Katy first, I am low on MP so I get really passive while he gets aggressive and takes map. He gets to close and on my first rocket get a wipe. But it would be a while before I got more kills, he started to spread out to avoid rocket bleed. I build 2 tanks while he gets his P4, I catch it out of position and kill it in a hit in run. He has the better army but I got more armor at the moment. I slowly try to build my army back up and notice it has been a while so Tiger is likely on the way so got to go beast hunting. I see it, catch it with a rear block and a ram from 2nd T34, At overwatch finishes it off.
I keep getting kills but not many wipes, so he keeps pressure thru sheer presence of his army as I try to claw back VP and map. I get 3 tanks again and try to get some AI kills but nothing much, 2nd tiger is seen which I try to rush again but does not work out well. I lost 2 tanks but I finally kill his AT and destroy them so he has to waste MP building new ones. His tiger is till out and about so I am careful but still feel like I can win even though I am way down on points and not enough army. I finally catch a break when I called arty in against him and he trips his own mine. He rushes to defend it which allows my katy to finally get those sweet sweet kills. I rush in with both T34 and sacrifice one to kill his tiger while 2nd destroys his AT gun.
I am now in control but have less than 80 points so I have to keep pressure on. I keep decapping and crew every empty MG I see to slow him down as much as possible. It is my 2 tanks vs his 2 tanks I call in AT overwatch, commit to killing one with a ram and 2nd t34 to make sure it dies. As he retreats his army I shoot his base with Katy for good measure which causes him to go for my katy out of desperation. I send my T34 to defend my base and I luckly enough just finished building another one which stops him.
Had a feeling game would drag so indirect really helped me, his sniper worked well(Vet3) but I think it took to much of his attention.
I feel skipping LV works well due to META of building 2 AT guns and keeping them together. Works to well against LV.
Looking at the opponents commander before match I didn't see any PF so I guessed he was going to go with Falls.
Decided to go with Defensive tactics to slow down falls blob with mg/bunkers and hopefully use mortar to force them to me.
Opened with engi/penal/clowncar. Was aggressive with decap and bleed to throw him off, he built a rak but he killed my clown car and engi before making use of it so it served its purpose. I now start to call in mg and build a bunker over his cutoff and fuel. Caught him off guard and he literally leaves it alone and fights over mine. He built falls which meant he it would be a while before a LEIG would show up.
We fight over my gas and I win it back, I hold it for a bit and am able to get 2 T34 before he is able to get his tank. Unfortunately, I lost 2 penals trying to flank and destroy shit so I am infantry poor. He catches me out of position but I am able to destroy his P4J while losing my T34. I get 2 more tanks out and katy, rinse and repeat with P4J. He is bleeding me in points but I am bleeding him in MP. I decide to make mortar to continually bombard him. He eventually gets antsy and I finish him off
Thanks for the detailed response. I feel that makes a lot more sense then what you said earlier. You are right, the quick calculations do not take into account RA at all however most units don't get their modifiers until VET2-VET3 which I purposely was trying to focus on the early game to about CP3 which only a handful would be at Vet2. At that point more indirect start to be used or available and like you said random wipes start to get introduced which will cause problems.
The reason I went with fully depleted units was to simplify between odd and even number squads. Like you said smaller squad would retreat earlier then larger. Regardless, I like what you presented, it makes sense yet it still leaves me wondering where the MP could be caused by. Even watching high level players go at it, OKW always seems to be able field more squads and keep them on the field where the opp needs to win each battle decisively to get ahead.
Going off topic:
Obers being late game AI fells weird with P4J being so good at it along with nerfs to rocket arty which were a hard counter.
I feel fussi blob is cancer in all game modes, however your suggestion would help a lot with sniping retreating units.
Saw they increased pop of German MG
Then I saw they increased pop of Dshka
The improved rec acc for sturms might actually make a 2nd one attractive early game to try and take advantage of Vet2 early.
Sandbags sounds like a good change, I stopped trying since shit would always miss.
bleed has a few components and they are both objective and subjective
2. Reinforce cost
1. Player skill
Matchmaking is supposed to pair up players of similar skill as much as possible so not to big of a deal. We all know RNG only affects blue units. All my homies hate RNG.