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Thread: Petite Changes

  1. #11
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    140 is ridiculous tho and is probably the reason why nobody uses it. Besides, the 203 has like 300 range and nothing I can get behind enemy lines can kill it (shot like 100 222 rounds trough it the other day, only got crew injured)

  2. #12
    Member Level 18 triumph's Avatar
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    p4f would be a map or player count issue before anything else because in the vast majority of situations it's not going to be godlike by any means. And it's fine that it can punish halftrack use. Otherwise it would just always be over run. Infact I would start doing bazookaHT drops or something equally ridiculous against it.

    122 is interesting. I feel like it could go down slightly in price to be playable in general. And if it should play a vital role in the mid game then it could go arc buff at the cost of a range nerf.

  3. #13
    Member Level 7 Norbo's Avatar
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    Quote Originally Posted by Rakoua View Post
    140 is ridiculous tho and is probably the reason why nobody uses it. Besides, the 203 has like 300 range and nothing I can get behind enemy lines can kill it (shot like 100 222 rounds trough it the other day, only got crew injured)
    This has been discussed multiple times in the 203mm-thread. The B4 is definetly OP, but it's not a wise solution to buff other 10 pointers to match it's power. Sturm is still a reliable unit compared to the HO-RI or Black prince which both have horrifying weaknesses.
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  4. #14
    Member Level 16 Evilsausage's Avatar
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    Quote Originally Posted by Norbo View Post
    It had something like 180m range before, guess they just nerfed it in order to make it more of a STURMtiger :P. I like the fact that you'll have to take some risks using it nowadays.

    Yeah I understand why it doesn't have 180 in range. The Sturmtiger was mainly built for fighting in urban areas, just for demolishing houses at point blank range. Sure the rocket could fire far but I doubt it was very accurate.
    Besides technically even a 37mm M3 could also fire up to like 6000 meters. Even though it was only really useful at closer ranges.

    I think a range of 110 for the HE are too little for the SU-76. That is the range of the smallest AT-guns, which can be very hard to hit with SU-76. 120-130 and you can start attacking the emplacement with reasonable security. Real life SU-76 had high max elevation and used more as artillery than AT gun
    Instinct knows of this after all it had both arc and longer range in vanilla. I guess he wanted so each faction only had 1 arced tank each. Sadly the nerfed SU-76 remained at a high price, It wasn't until last patch it finally got dropped down in cost from 350 to 280.
    Now I think its atleast decent, it got great rate of fire, good HE and can knock out Panzer 3s at medium ranges.

    I got bigger Issues with the Zis 3 that shares the same gun. It cost 255, it only got 5 HE shells and worse penetration and accuracy then the 225 point AT guns the other faction has. It should either get a price drop to 225 or get its 50 HE shells back.
    Last edited by Evilsausage; 08-04-2012 at 21:58.

  5. #15
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    Quote Originally Posted by Evilsausage View Post
    Instinct knows of this after all it had both arc and longer range in vanilla. I guess he wanted so each faction only had 1 arced tank each. Sadly the nerfed SU-76 remained at a high price, It wasn't until last patch it finally got dropped down in cost from 350 to 280.
    Now I think its atleast decent, it got great rate of fire, good HE and can knock out Panzer 3s at medium ranges.

    I got bigger Issues with the Zis 3 that shares the same gun. It cost 255, it only got 5 HE shells and worse penetration and accuracy then the 225 point AT guns the other faction has. It should either get a price drop to 225 or get its 50 HE shells back.
    I don't think I ever have seen the SU-76 or Zis-3 in a high level game. Maybe you could just increase the range of the HE rounds to the range of the AP rounds. They don't have to be high arced like the Bt7, where you can loop rounds over buildings. Just they minimum arc necessary to get a reasonable spread on flat ground.

    If the 203 got nerfed in a future patch, then the Sovjets could use a boost in a another area. The SU-76 fits the Sovjet playing style.

  6. #16
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    Quote Originally Posted by triumph View Post
    p4f would be a map or player count issue before anything else because in the vast majority of situations it's not going to be godlike by any means. And it's fine that it can punish halftrack use. Otherwise it would just always be over run. Infact I would start doing bazookaHT drops or something equally ridiculous against it.

    122 is interesting. I feel like it could go down slightly in price to be playable in general. And if it should play a vital role in the mid game then it could go arc buff at the cost of a range nerf.
    I would rather see players have to use skill, other than rely on lucky out of nowhere shots.

  7. #17
    Member Level 18 triumph's Avatar
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    Quote Originally Posted by DasBlutDK View Post
    I would rather see players have to use skill, other than rely on lucky out of nowhere shots.
    You're always playing a stats game. It's just that this unit, like a degal in CSS, doesn't try to slam the center of the aim reticle. Seems a few people know how to manipulate that. And if you're refering to the 122 statement well 160 yellow range isn't out of nowhere.

  8. #18
    Member Level 16 Evilsausage's Avatar
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    The Panzer F1 and all the early arced tanks requires skill and quite alot of micro at times if you are to be sucessful. Its the only early game equipment that can help prevent emplacement spam, which has by far less skill involved.

    The F1s AP accuracy is horrible normally missing entire tanks, for it to detrack something with AP isn't easy.
    So I really don't see any problem with it.
    By the way its weird how you want a tank like the F1 to get nerfed cuz of its AP shells but you want to se the SU-76 with the same attributes as the F1.
    I guess a longer He range could be interessting on the Zis 3 and the SU-76. But at the same time USSR already got the BT-7 and they also got other good early emplacement counters like the KV-1.
    Besides I have used the Su-76 with some mixed results. Its not all bad actually, the RoF is godlike even though i prefere to play it safe with the more expensive T-34.
    Last edited by Evilsausage; 09-04-2012 at 10:26.

  9. #19
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    Why have the BT7 at all? Its obsolete, and even the Soviets haven't used it much, if at all. Zis3 and SU76, while being actually used in that role, would field the roles of M8 Scott/M8 Howitzer.

    And besides, why not add field guns of reasonable price to all sides? 75 mm LeIG for germans, Zis 3 for soviets, M8 howitzer for US, 25pdr for brits (instead of being sub-par totally lame light artillery, it could and it should be an overly awesome field gun), and, say, Type 41 for Japan.

    On that note, for Japan, Type 92 100 mm cannon could be a cool addition, since its very comparable to Soviet A19 gun (the one in ISU122).
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  10. #20
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    If people say it can't hit anything with its AP rounds at max range. Then I can't see why they would object against reducing its AP range. It will also save you some micromanagement, since it won't load AP rounds all the time.

    SU-76: I'm just trying to make the unit playable and give it a role that reflects its historical usage more accurate. Nobody use it today, and it is horrible as an infantry support vehicle at the moment. They could just as well remove it.

    The Bt7 has a very high arc in the game. It has a short barrelled howitzer, so I find it reasonable, that you can loop shells. I don't argue that the SU-76 should have such an arc, but just more range to its HE rounds. Maybe a little more arc to give its rounds less spread on flat ground .
    Last edited by DasBlutDK; 09-04-2012 at 12:14.

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