Ive had reasonable success with 34/85's against panthers, often forcing them to retreat and repair.. Ive chased them into their base before.
When they do get awayto repair, you want to take advantage of self repair + use engies and get the 34/85s back in the fight quicker than the panther can.
Panthers still have good speed and will try to outmanouver you, so its a good idea to have a ZiS to fall back to which acts like a safe zone
Guard motor might be nice to have both the SU85 and 34/85, needing guards for early AT.. but thats expensive on fuel, and also not that great anti inf, so probably need snipers. |
Yeah Ive had that annoying click thing where it just does not activate.
Gernally, I think the best bet is to make sre you have your T34 in ram friendly territoy, if you think there is a chance you will need to use it. True sight can work out nice, i.e. hide behind a bush, so enemy tank will get a supprise ram in the side before he knows your there.
Also, handy tip about ram (for things like Tiger or Tiger Ace), I think a tank with a critical cannot be given the same critical again.. so try to have 2 T34s together, if the 1st gets only a crew shock, try to ram the second before it wears off because Im fairly sure as long as it penetrates, its going to do better damage.
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I like being aggresive with Soviets, and for that reason I dont like getting messed up by PGs, so I always get shocks pretty much. Just the pressence puts off a lot of PGs from being built.
Also, if they have shreks, pretty much any inf will do the job, like 2 cons or something.
And like someone else said, if you use SU85s, keep them right right back, until the moment they need to engage somthing. Using these is a giant game of cat and mouse, because your opponent WILL try to catch the out of position. So every time he sees where they are, I either move them back a bit, or move their position all together.
But generally, I prefer T3 for the reasons you stated.. backed up by a heavy if possible.. Shock motor for Shock troops and IS-2 is my favorite. |
I wish they would hurry up and balance some of the new stuff a bit.
I dont enjoy winning with Sov Defence much, I hate being beaten by it.
Its horrible getting rolled by Tiger Ace in a game you dominated, although I do enjoy doing it myself lol.
I dont enjoy playing Industry, but I hate facing it if it means getting T70 rushed to death.
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Yes mortar is correct counter, but having to get one so early puts you on the defensive, and doesnt counter it really fast while they move the HMG about a lot.
You need to get out your base FAST to not get rolled by T3, and that can be quite hard vs 0 CP heavy HMG and con backup. |
I'm actually finding the soviet defence doc to be OP as well (playing as and against).
Every soviet seems to play it now in 1v1, and as long as the map isn't too large, 0 CP heavy machine gun combined with conscripts, is virtually impossible to beat early on. |
While it would be nice to have a choice tree like coh1, I actually think its not too bad a thing to have certain abilities available several times.
The reason there are so many overlaps is because there are lots of commanders, the whole idea IMO isn't the fact each commander has similar abilities, it's the things they have different.
For example, the 2 ISU doctrines are very similar, main difference being shocks/guards.
In my opinion, this system of lots of overlapping commanders, provides players with greater choice of which mix of abilities to use, without having a system where you can choose an exact deadly mix, which could be open to unbalance.
This system ultimately means they have to try balance each one individually, easier when you are taking about 5 abilities only. Having a near infinite mix of abilities would make balance much harder.
Finally, if they reduced the amount of overlap, I believe that would actually reduce choice for the player ( under current system), for example: I would like to play with shocks, currently I can choose from very different doctrines containing them, if there was only 2, I would be massively restricted in how I play if I wanted them.
Having abilities overlap, brings those abilities closer to being core units/abilities, and slightly further from being doctrinal, while still allowing devs to limit them when other potent abilities are chosen. Meanwhile some abilities are more rare. I think this is fully intentional.
I think they could use a system where you create your own commander, but certain abilities would prohibit other ones that would be deemed to be an OP mix. There could possibly be a max and minimum total combined CP number as well (too prevent too many early or late abilities in one commander). You would have to be able to view their selection on loading screen, but this idea would probably take away from players who react well to whichever doctrine is chosen.
I seem to be the odd one out, but I actually like the current commander system. |
You want to be thinking about IL2 bomb and ram.
Even if you only score a crew shock, that's enough time to bomb it, just call the strike just before your T34 rams.
Also, standard howitzer might be nice because it barrages for a long time keeping pios away, all the while chipping decent HP off the tiger.
You just have to make sure to damage it's engines first.
No kind of german air strike to worry about for your howie, so keep well defended with paks. If you can stop tiger getting to your base (hard part), you should be ok |
The t34 one sounds nasty, I'm presuming 'green' 34's will be 3 CP, which is totally spamable without T3/4, then you can either rely on the hero 34/85, or build T4 and support them with SU85s.
But we'll just have to wait and see, hopefully be more balanced. |
And cheaper spamable T 34s plus hero 34/85s in one doctrine. |