Stug G vs. Soviet and Allied armor
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Posts: 17914 | Subs: 8
Target Weakpoint on Stug is too much. No idea what a good alternative would be though.
Capture points or infantry tracking.
Ask alex, he'll explain to you how awesome abilities these are and how he always uses them every time he can.
Posts: 658
@UP
Actually, stug have 60% accuracy to directly hit infantry model, because relic QA is a bunch of chimps if it even exists.
That makes it most accurate AI vehicle in the whole game, better accuracy have only flame weapons.
While its obvious bug, its there and it doesn't seem like relic is rushing themselves to fix it.
There's a server maintenance today (according to in-game notification). Might be another hofix.
Posts: 3052 | Subs: 15
Target Weakpoint on Stug is too much. No idea what a good alternative would be though.
Exactly the problem,if you take it away then what?
Posts: 1891
Capture points or infantry tracking.
Ask alex, he'll explain to you how awesome abilities these are and how he always uses them every time he can.
We can't give the army with the best tanks the best abilities like Capture Point and Radio Net. That would break the game dude.
2/10
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Permanently BannedPosts: 2487 | Subs: 21
Dank hunterz counter it nicely as Sovietz too.
Posts: 4951 | Subs: 1
Capture points or infantry tracking.
Ask alex, he'll explain to you how awesome abilities these are and how he always uses them every time he can.
Jesus Fucking Christ Katitof can you go one day without acting like a petulant child and mentioning me in threads were Iv not posted in? Iv been trying to be more objectively lately and people like YOU shitting all over me over things Iv not even said is starting to get really really old.
In conclusion:
Stop using me as your forums boogeyman.
Posts: 17914 | Subs: 8
I'll go a day without it, if you'll go one without being ignorant and incorrect.
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In any case, for anyone who thinks TWP on the Stug is alright, let me tell you a story:
Once upon a time there was a Soviet ability that could completely shut down a tank. This ability was called Button. Buttoned tanks were easy targets for other tanks and AT guns to destroy. However, Button had a number of disadvantages:
- The guards themselves could not actually kill the tank, you needed other AT sources to kill it.
- Guards were exposed to enemy fire, concentrated fire and/or grenades could break the button by forcing a retreat on the guards.
- Popping smoke would break button.
Nevertheless, Button was deemed OP (and rightly so) and was nerfed to a version that allowed more counter play:
- Tanks can now move and shoot slowly while buttoned, allowing them to drive out of range of the guards and break the button. This forces guards to close in more before using the ability, exposing them to more enemy firepower which can break the button by forcing a retreat. A good balance decision in my book.
Now look at TWP on the StugG...
- It's an ability of an AT tank, so no need for combined arms; The Stug is both the stunner and the killer; having another source of AT there near-guarantees a kill on a medium tank.
- There is nothing allied players can do to cancel the stun. Once you are stunned, you are stunned. No moving, no shooting, no focus fire to cancel the effects, no smoke to cancel the effects. No counterplay, just sit and hope the RNG gods smile upon you.
So in conclusion:
TWP on the Stug G is better than Button was even before Button got nerfed. If the old button needed a nerf (which it did in my opinion), then TWP on the StugG most certainly needs one too (or preferably, change it to something else like focus sight or HE shell barrage so you won't get inconsistencies with how TWP works with different units).
Posts: 4951 | Subs: 1
Although it would be cool as Das suggested to give the StuG III a bombardment/explosive round for Vet 1 allowing it to help deal with enemy fortified positions. It is an Assault Gun after all and the SU-76 did get to retain it's anti-infantry barrage.
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Permanently BannedGive it an artillery officer or something.
Posts: 2693 | Subs: 1
Seriously, I've been playing quite a few games as Ostheer and every time there was some sherman or T34/76 harassing me at a flank, I would move in with my 2 StugGs, fire a TWP round right of the bat and the enemy tanks fate was sealed even before he could see me. It's pretty broken. It's already probably too good on PAK40s, but on Stug Gs it's on a whole other level due to their mobility.
Posts: 4951 | Subs: 1
Immunity to stunlock would only help IS-2s and T34/85s. All USF tanks and all soviet stock tanks are still killed without counterplay by 1 (in case of light tanks) or 2 mobile Stug Gs.
Seriously, I've been playing quite a few games as Ostheer and every time there was some sherman or T34/76 harassing me at a flank, I would move in with my 2 StugGs, fire a TWP round right of the bat and the enemy tanks fate was sealed even before he could see me. It's pretty broken.
Yeah it would probably be more interesting to just give the StuG III some AI power with a Vet 1 barrage/bombardment. It might make it to much like the SU-76 but well it IS an Assault Gun and it should some sort of AI/Artillery capability.
Posts: 658
It would be an ability to use vs heavier vehicles that a StuG couldn't pen otherwise.
Posts: 1605 | Subs: 1
AT specialist, AI specialist, MBT
AT specialist should remain AT specialist, they should give it
It is also easy to implement as mechanics are already in game.
Posts: 1225
Posts: 2693 | Subs: 1
]
AT specialist should remain AT specialist, they should give itCapture pointConcrete Piercing round - can shoot through buildings + always pen (or pen x 2)
It is also easy to implement as mechanics are already in game.
That would also be an interesting feature for the StugG.
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