aaht suppression is what volley fire should be. It just suppresses 1 squad. If there is any aoe suppression, it must be really low. |
I think the sexton difference is unintentional |
aaht does poorly for blob control, but it definitely is useful in team games. It works much better if you have some squads around to help out. You have to do a bunch of stupid micro no one else(okw) has to do with similar platforms. So even firing on a blob, it's only gonna suppress 1 squad at a time and you'll have to keep moving it, because the squads not getting suppressed will advance on the vehicle and take it out if you don't. So use a rifle squad to maintain the suppression on the suppressed squad and manually switch target with aaht to a new squad. Repeat until you run out of support, they die, or they retreat.
In contrast with the flakht, park(only downside) it where you don't want infantry to be, when blob approaches watch them all hit the dirt, run them over with your better blob. |
You're out your mind if you think the creeping barrage sucks. You get a discount on reload time, you have a significantly more predictable bombardment area, you can reach out of max range, and you increase the total ordinance delivered per cooldown period. The creeping barrage is one of the last few effective tools of the USF. I'm waiting for it to get nerfed into the ground again(I think it was nerfed before and then undone). |
vipper is using the exception as the rule. The fact is, if you compare the total amount of stuarts that have reached vet3 and compare it to the the total that have reached vet1 and even more so, the total number of stuarts ever produced, you will find that the tool most people are using is the vet0 stuart. So trying to say it's a good scout vehicle because once you get it to vet3 just isn't good. Most stuarts are not reaching vet3 and the amount that do are a small fraction. We can't have a balance discussion over something that is 10% at best(I'm sure it's closer to 1%).
Do any of those 50 vision vet0 vehicles get vision upgrades with vet? |
The stuart is overpriced. It does well against most light vehicles, but against infantry it's pretty bad. |
There's a bug where sometimes small arms will target the squad inside (and deal damage to it) rather than the vehicle itself. And in regards to mines, the M3A1 was indeed rebalanced to barely survive a mine while becoming more vulnerable to small arms (when they target properly) instead, which made things fairer for both parties involved.
How is the small arms bypassing the vehicle? Normally what I see is that the vessel will also take damage, is it because of the angle? |
I'm pretty sure the sherman was nerfed as well, likely due to the HE rounds wtfpwning squads |
that's not entirely true, the brumbar was changed to 2 shot squads |
Besides the AT Gun, AA Halftrack and Sherman almost every single thing USF has has been nerfed, some units outright gutted into oblivion. USF is the most nerfed faction in the history of COH 2. Seems like balance team wants USF to make Rifles and only that so they continue to spam MG-42's and they can have fun playing a tower defense game.
Actually, the aaht was the focus of multiple nerfs if memory serves. Consecutive too. 1v1 players felt that when they played usf it was too easy for them to lock out their opponents. It was quite the offensive beast when it came out. The machine guns actually shot bullets instead of nerf darts. The main cannon actually hit infantry and would mess them up. I think the suppression applied like the mg42 as well, it had this large area of effect that could stop large blobs pretty quick. |