Mobile defense for the win!
such a fun commander and brings a lot of versatility to the table.
my other non meta commander is Windustry |
For all to see I have gone and found values to dispel this idea of TWP not working against mediums and heavies.
I went and found common tanks and their armors to determine what chance the twp works. |
Can you please read my post again, where are you keeping your at guns? sleeping in base? if you know there's a light vehicle going around you'll keep your AT guns near the majority of your units over where major engagments are about to happen, sure the stug-E could be somewhere else harassing, but since it can't cap you don't lose map control from it, and the ost can't really win engagments at that stage of the game without using it so it that's the case it's a victory for you.
Yeah, I guess AT guns aren't an hard counter to vehicle especially light vehicle right? I suppose we should stop making AT guns because they do absolutely nothing to stop vehicles from destroying your infantry right?
Seriouly please, an AT gun can't chase and kill a vehicle, especially a light one, this is absolutely true (although there cases where it can) but it's also the best deterrent in game to ALL vehicles, with the exception of heavy tanks, in which case though, multiple AT guns will still do their job flawlessy, that said, the stug-E isn't a T70 or a vehicle with a turrent, it can't stafe kite an AT gun so yes, the Stug-e effectivness is highly diminished by an effective usage of AT gun(s), like I said, you should always have 1 covering your major engagments, 2 at a 6cp stage of the game should be enough to cover all the map unless you aren't splitting your troops in more than 3 groups (where a group is rappresented by 3 inf units capping different sectors of a zone and a zone is defined by north/center/south).
See above, I'll try to get some replays if I get any good game, but usually my games as allies end in less than 20 minutes since that if you play propely with allies you can't lose.
Yes it can deter, and if its in the right spot. YOu do realize at 6cp is when the Ostheer players hit critical mass of lmg grens and can now cost effectively trade with rifles and wipe the floor with anything else that isnt a shock or Guards squad. At this mid stage of the game is when the tables turn on the Allies and is why so many people even at the high level die to a double stug E base rape. A pivotal moment in the game pushed way over the edge by double stug E's, and just having a single one really puts the allies player on the back foot.
The stug E is an assault gun, but by having two Zis on the field you have dumped quite a bit into just detering it which means your position can get overrun. This is when the Stug E plays clean up or counter harrass devestating any units no longer covered by the AT gun. My point above was that an AT gun is not the end all which means the Stug E can easily continue reaping the manpower bleed unless they throw it away carelessly. The dual nature of its vet ability keeps it in game even longer even when other thanks are out. |
I watched those games and everyone who went with allies played in a braindead way, not that I also don't do that btw, that's how easy they are to play, particulary there was a nice game where the substitute of paula just spammed 2 units (and Im not joking, it was just cons and t34s) the whole game and only lost because he didn't get a single zis.
Also 1 well played AT gun will easily force the stug E to back off after 1 shot, maybe 2, 2 AT guns will cover most of the hot spots and force the stug E to back off and not simply free fire on all your units for a long enough period of time to get multiple squad wipes, of course then it's still very RNG and map dependant, and not, my view is not narrow at all, I've been playing all 4 factions as they are supposed to be played, and I can quite confidently say that you can play allies like a retard the whole game and still come out on top easily, especially soviets while a single mistake can completely screw ost over and 1 bad tier placement can close the game for okw, that's why I don't see the Stug-E to be a real problem, your opponent doesn't need to kill it instatly, he just needs to stop it from having a big window of free fire on your units, 1 or multiple shermans or t34/85s will soon arrive past that.
So please, before calling others narrow minded try to understand the basics of the game you are playing.
1 Zis can force back a stug E if its in the right spot at the right time all game otherwise smart players can keep it alive with its quite frankly amazing dps and and wiping with the new cover rework.
you make it sound like the stug E (or any early vehicle for that matter) are completely nullified the second you have an AT gun. While against other narrow minded players who drive strait up the middle at all times (classic blob from forward retreat point mentality) their Stug E gets driven back all the time because the Zis never really has to move.
Lets say the stug E comes out and you have an AT gun, he might run into it, but also he might know where it is and can use it to counter harrass on the other side of the map. Even from the front infantry can screen for it unless you are hiding behind the Zis which of course it'll get wiped.
I would like to see replays of you effortlessly keeping the Stug E from doing great things, it would sure do you more credit and be highly informative to the top 10 players
|
So far I haven't had a single problem with it, and usually, even at pro level, they have difficulty dealing with it because they go full retard with con-spam into call ins or rifle spam into m20 into major, so they get hard countered by the only decent light tank that ost has and they put 0 effort in trying to counter it.
So in other words they give it like a 5-10 min opening to cause damage while beign uncountered of course it will eventually wipe something while being uncontested, I always have a zis or another hard AT ready at hand not just AT nades and it never gave me any trouble.
Thats cute, go watch SCC or SCK, or recent replays with Ciez. these high level players dont go brain dead. Maybe your opponents did if you so effortlessly counter it with one Zis.
As for the "rifle spam" into M20, its the most reliable way to keep an edge over the Ostheer because captain tier is pretty lack luster in terms of field presence.
You seem to have a very narrow view..... |
Yeah if you counter it correctly, its ok. It just hard counters pure Allied inf spam, so if they dont adapt when it appears, they are doomed.
Rushing a medium out to kill it, might seem ok, but its risky, because they WILL have paks, and TWP can gimp you and if you lose that fast T34, or sherman, game over.
Much much safer to respond with ZiS or 57mm, which can totally force the Stug E back, and more often than not finish it off really quickly.
Its a good thing that the Stug E's AI is so powerful it can (with luck) take on AT guns on its own. I have had the bad luck of getting a freshly spawned Zis gun on Angoville which perfectly hit the field when a Stug E was chasing retreating infantry. It killed my AT gun  |
Yeah hooray for meta callin. You know i predicted that nerfing the obers would eb the final nail in the coffer for the okw. They have no advantages at all any longer and still crippled by the fuel and ammo penalty. way to go relic.
You predicted the lynch pin of OKW being op severely hurting players!
While it is certainly true that OKW are struggling the most (specifically in the Soviet vs OKW match up) they are no way utterly dead.
as for the tournament scene, yes they dropped off. Highly competitive people do any thing and everything to try to win.Even if factions were perfectly balanced, some view would say one of them is better and there would still be a majority of tournament players using that faction. |
Lets put it this way: If StuG-E had any other vet ability than TWP it would be actually even more OP, and its pretty funny that people actually complain about the very aspect of it that is weakest...
Using TWP on StuG-E is questionable due to its lousy penetration, not to mention that the StuG-E is so fragile that using it with its setup time in actual armoured combat presents a huge risk.
I disagree. Giving it smokes would be a solely defensive ability which can be countered by attack ground regardless of if its infantry based or vehicle based. TWP allows you to do both roles and in the hands of skilled individuals can secure tank kills.Not only that, Smokes you can drive around and still kill the Stug E, while TWP stun allows the StugE to drive off into potential reinforcements while the other vehicle cannot pursue.
Using it with its set up time is no different then trying to use its main gun, I dont see how even the short delay puts it at more risk than it already is. Not only that, but smarter players dont just throw Stug E's at their opposing players tanks just to get a stun round. its usually a sneaky flank shot stunning a tank which was focused on trying to kill something else. |
its pretty common knowledge at this point that the Stug E over preforms by quite a margin after the cover rework. I would like to suggest its anti infantry capabilities can go relatively un-touched but the major source of OP comes from its veterancy.
Target weak point gained at vet one can be used in both a defensive and offensive nature. The time it arrives it gives the Ostheer player huge anti infantry gains as well as soft anti tank. When it becomes Vet one it gains huge utility with its stun rounds. Up until this point the Stug E while powerful is still pretty counter-able.
At vet one it can escape using target weak point on other light vehicles that are used to counter it. The Stug E can also secure armor kills with the vet ability. USF relies on light vehicles to stay on top in the mid game, Soviets do not as much so it is less of an issue there. However all armor suffers from this light howi assault gun being able to stun tanks. It is very frustrating to kill as USF because even if you manage to get in close or catch it, the stun round will lock the Sherman down while the Stug E attempts to escape and more AT is brought up. If you are lucky enough, it can also stun heavier armored vehicles so that even they are left in a dicey situation.
So my point is that a small howitzer is stunning tanks and participating in fights it should not be able to with large consequences making the Stug E not only super cost effective against infantry but also utility against tanks.
I suggest that its vet ability be replaced with smokes. The only commander with the Stug E does not have access so there would be no overlap. Relic recently has shown if there is enough banter against something they are willing to change a vet ability (with the sniper sprint) So it is possible this change could happen
Here are some common target weak point chances:
pen value of Stug E is 60, penetration of target weak point = 2*60 = 120
T34/76
Front : 120/150 = 80%
Rear : 100%
T34/85
Front : 120/160 = 75%
Rear : 100%
IS-2
Front : 120/375 = 32%
Rear : 120/200 = 60%
Regular Sherman
Front : 120/160 = 75%
Rear : 100%
Easy 8
Front : 120/215 55%
Rear : 100%
anything lighter always gets stunned. As you can see target weak point is only a gamble from the front on the heaviest of tanks. Clearly the TWP is a prevalent ability through out the course of the game |
The JagdP4 camo activates too quickly, you get a glimpse of it shooting and then you have to attack ground generally just to retaliate |