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russian armor

Stug G vs. Soviet and Allied armor

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30 Jun 2015, 18:37 PM
#121
avatar of BeefSurge

Posts: 1891

Target Weakpoint on Stug is too much. No idea what a good alternative would be though.
30 Jun 2015, 18:42 PM
#122
avatar of ClassyDavid

Posts: 424 | Subs: 2

What if the vehicle that got TWP would be immune for the next five or so seconds from stun? This would allow some counter play, either pulling back or trying to flank the TD's or Pak.
30 Jun 2015, 18:43 PM
#123
avatar of Katitof

Posts: 17891 | 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.
30 Jun 2015, 18:48 PM
#124
avatar of G4bb4_G4nd4lf
Donator 33

Posts: 658

jump backJump back to quoted post30 Jun 2015, 17:11 PMKatitof
@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.
30 Jun 2015, 18:51 PM
#125
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

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?
30 Jun 2015, 18:52 PM
#126
avatar of BeefSurge

Posts: 1891

jump backJump back to quoted post30 Jun 2015, 18:43 PMKatitof


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
30 Jun 2015, 18:55 PM
#127
avatar of daspoulos

Posts: 1116 | Subs: 1

Permanently Banned
no switchable shells?
30 Jun 2015, 18:58 PM
#128
avatar of VonIvan

Posts: 2487 | Subs: 21

Idk, I honestly don't mind the new Stug atm, I have yet to be countered by it vs my m10 elite force of awesomeness. :foreveralone:

Dank hunterz counter it nicely as Sovietz too. :foreveralone:
30 Jun 2015, 19:15 PM
#129
avatar of Alexzandvar

Posts: 4951 | Subs: 1

jump backJump back to quoted post30 Jun 2015, 18:43 PMKatitof


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.
30 Jun 2015, 19:37 PM
#130
avatar of Katitof

Posts: 17891 | Subs: 8

You've worked hard for this :foreveralone:

I'll go a day without it, if you'll go one without being ignorant and incorrect. :foreveralone:
30 Jun 2015, 19:45 PM
#131
avatar of ZombiFrancis

Posts: 2742

Ya'll ruin so many threads.
30 Jun 2015, 19:51 PM
#132
avatar of Aerohank

Posts: 2693 | Subs: 1

You should probably not engage Katitof, he is like the Allied Sierra.

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).








30 Jun 2015, 20:00 PM
#133
avatar of Alexzandvar

Posts: 4951 | Subs: 1

The suggestion that interested me the most so far was making it so once you get it by TWP you are immune to stuns for a certain amount of time meaning that you can no longer be stunlocked by multiple Pak's or StuG III's.

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.
30 Jun 2015, 20:05 PM
#134
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned
TWP is cool. But jesus it can be a bitch.

Give it an artillery officer or something.
30 Jun 2015, 20:05 PM
#135
avatar of Aerohank

Posts: 2693 | 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. It's already probably too good on PAK40s, but on Stug Gs it's on a whole other level due to their mobility.
30 Jun 2015, 20:07 PM
#136
avatar of Alexzandvar

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.
30 Jun 2015, 20:24 PM
#137
avatar of G4bb4_G4nd4lf
Donator 33

Posts: 658

What if TWP only increased pen for one shot instead of increasing pen + stun?

It would be an ability to use vs heavier vehicles that a StuG couldn't pen otherwise.
30 Jun 2015, 20:51 PM
#138
avatar of ElSlayer

Posts: 1605 | Subs: 1

Wermacht T3 looks very good right now:
AT specialist, AI specialist, MBT

AT specialist should remain AT specialist, they should give it Capture point Concrete Piercing round - can shoot through buildings + always pen (or pen x 2)
It is also easy to implement as mechanics are already in game.
30 Jun 2015, 20:57 PM
#139
avatar of __deleted__

Posts: 1225

Lol at people who think capture point is useless...its really not. Won me so many games. If TWP goes, and I think it should on the StuG, HE shells or focused sight would be a good alternative.
30 Jun 2015, 21:06 PM
#140
avatar of Aerohank

Posts: 2693 | Subs: 1

]
AT specialist should remain AT specialist, they should give it Capture point Concrete 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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