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russian armor

State of the Sturmtiger

12 Jan 2020, 02:43 AM
#41
avatar of zerocoh

Posts: 930

Dude I play elite armored 90% of the time after the last patch and ST is doing great.

At current price and CP you can't really buff it, the unit has too much HP and armor.
12 Jan 2020, 03:21 AM
#42
avatar of thedarkarmadillo

Posts: 5279

Not sure how to milk a terror eapect out of a unit that isn't a threat.
"instead of spending my fuel on steady damage and vehicular supremacy thanks to my HEAT shells I have decided to shoot the ground around your infantry every 2 minutes! Bwahahahahahha!!!"
12 Jan 2020, 03:55 AM
#43
avatar of zerocoh

Posts: 930

Why would you want to spend fuel on any vehicle when you have HEAT on pumas and raketens for support? Just push with infantry, if MG shows up you blow it, if not you blow their ATs and push with puma. Meanwhile ST can soak up any damage, reverse and use critical repairs.
12 Jan 2020, 05:51 AM
#44
avatar of distrofio

Posts: 2358

Using st to blow up hmgs sounds like a big waste to me.

Puma lategame is hard because it gets 2 shot ko'd
12 Jan 2020, 06:17 AM
#45
avatar of SkysTheLimit

Posts: 3423 | Subs: 1


No sillier than the same rocket smashing beside a group of infantry but hits a fence 2 feet in front of them so it does nothing. Or a mortar pit and it shrugging it off.
Cap models and make it pin if it's what's needed to do to make it actually usable. Because atm its not at all


So what would the cap be, 3 or 4? 2 is to low imo. 4 leaves most full health allied squads with at least a man left if not two, I guess that could work?
12 Jan 2020, 09:09 AM
#46
avatar of Vipper

Posts: 13476 | Subs: 1

jump backJump back to quoted post12 Jan 2020, 02:43 AMzerocoh
Dude I play elite armored 90% of the time after the last patch and ST is doing great.

At current price and CP you can't really buff it, the unit has too much HP and armor.

ST does not really have too much HP and armor it has less HP and less armor than Churchill.
12 Jan 2020, 13:32 PM
#47
avatar of thedarkarmadillo

Posts: 5279



So what would the cap be, 3 or 4? 2 is to low imo. 4 leaves most full health allied squads with at least a man left if not two, I guess that could work?

I meant 3 idk why I prreed 2. But 4 could work as well.
12 Jan 2020, 13:48 PM
#48
avatar of Widerstreit

Posts: 1392

The only option I see to make it really usefull is to make it a long-range unit, a mobile 152mm gun. It still locking Tiger II, as OP-ness degrease? xD

Maybe 100 range like 120mm mortar, but longer reload? The shell itself was nerfed into ground, has to be tested.
12 Jan 2020, 16:36 PM
#49
avatar of SkysTheLimit

Posts: 3423 | Subs: 1


I meant 3 idk why I prreed 2. But 4 could work as well.


No prob I didn't think you said anything about what # it would be. I only brought up 2 because that's what the mines are

3 or 4 could work imo
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