Its not only about your video but personal experience ingame. Even when retreating before the wind-up will end with a full wipe and trying to move without retreating doesn't work either because the aoe is too large.
If it wasn't the case we wouldn't see Sturmtiger almost every game.
I think that the only squad that have a slightly chance to survive it is the 7 men cons squad. or at least that's the only type of squad I've see survive it more than once in a match.
The radius is far more than the spread of a 7 man con. I usually only see survivors when the retreat starts early, and then usually just a model or two.
I had the misfortune of playing against it tonight on Ettlebruck(sp?). I didn't go up against it myself but my two teammates did and had no clue how to deal with it - no mines, not many heavy tanks, etc. They were winning easily before the Sturmtigers came out and collapsed quickly once there was two of them going.
I wonder what require more skills, blobbing or pushing a button to delete everything it targets on a unit that can roam around easily due to its high armor and high HP.
This unit is like a blob on itself. But a good old fashioned blob that delete everything on its path.
I think part of the problem is that the amount of effort you need to put just to counter that unit is definitively too high vs the amount of effort to get benefit from it. Even if you manage to catch it off-guard with appropriate counters you need like 30 seconds to destroy it. And this not counting on the potential support the player can bring during this time.
It is not that I'm against a nuke unit, but it must be a unit with various flaws exploitable by the opponent. Not what it is actually.
For instance the decrew if damaged while reloading was an interesting mechanism even if flawed. So instead of simply removed it, why not having change the decrew by something else like a damage modifier giving +100% received damage while reloading. So the opponent has a windows of opportunity to deal with it quickly and force the owner of the unit to be much more careful after a shot.
Oh and put back the manual reload, so the owner has a bit more to do than just going forth and back and until pushing the hit button.
The video I posted was probably a little misleading. The wind-up takes awhile so you have to guess where they're going to be. I disabled the FOW in the replay. The player probably would've been able to save some of his Penals if he full retreated instead of soft retreated. Still the result was as hilarious as the blob of five Penals was annoying. If there was a Sturmtiger hall of fame, this shot would have to be in it as I got 32 models in one shot.
The Sturmtiger still has manual reload, but that isn't the problem with it. If you time it perfectly, the shot can come out of the FOW and wipe a squad before you can react. I haven't got that good with it yet, but promise to keep trying until they nerf the range. The other problem is the guided-missile grenades that it shoots. When playing against a Sturmtiger, I've closed in on it but was unable to finish it on several occasions because the guided-missile grenades are ridiculously good. They'll usually kill at least 3 models for 20 munitions. Soviet mines were never that good and they got nerfed.
As for the B4 being OP, I've tried it a few times and never had much luck with it. It's better than the ML20 but roughly on par with the LEFH. I don't even keep it in my loadout now. Interestingly enough, the current B4 is almost the same as the old ML20. The ML20 used to shoot 4x 300 damage shells instead of 3x 400 damage shells. I wish the ML20 was the current B4 and that the B4 was restored to it's former high damage, with either an AOE buff or a reload buff.
There isn't a lot of units in COH2 that are good if you have just one. An AA halftrack would shut down infantry play if people could only get one AT gun.
i agree it need HE shell or combined with its standard. even if a cost is made to make this tank better at killing inf ill pay more for it. i had a game like that wehere i spammed them and was moving across map killing tanks its fun but at troops and mines will catch up to u
I don't think it should be combined. One of the traits that Relic always seemed to want with USF is that it punches hard if you have the micro to support it. I think all Shermans should have the choice between AP and HE as a way of distinguishing them from other factions.
Even if the E8 was made better, Rifle company still lack any elite abilities that would justify having it in the loadout. It doesn't have a howitzer, rocket arty, heavy tank, elite infantry, or even a off-map that would counter arty. The E8 might not be trash, but it also isn't good enough to pick this doctrine.
As the devs buffed the B4 into the high heavens, the stumrtiger is getting left behind. not only the sturmtiger only gets to fire 1 shell, the firing animations is very slow and gives the opponent plenty of time to react.
i personally feel the sturmtiger is very underwhelming right now, deserves a little bit of love.
Yes, the Sturmtiger should also shoot 3 shells, with about a 1.5 second unload between them, and at range 40, 50, and 60. This would enable OKW players to not feel left out. Also, the 20 munitions smoke should be made free. Other units get free smoke so this leads to feelings of inadequacy and exclusion of OKW-mains. #freeOKW
Would you accept this if someone else said it? Cause this is literally just a long way of saying "trust me, I sort-of remember". The patchnotes missing things was not as common of an occurrence as you make it out to be either
PS - I know we've gone a couple rounds about this. If you do a thread search and just put in "Ninja", you'll see about 30 different threads about changes to units that weren't in the patch notes, none of which were started by me. In a lot of those cases, they weren't confirmed but there were also a lot that were confirmed by people like Cruzz. I'm sure you're not in the mood for a "trust me" either, but trust me, they used to be common.
Also, I think you're reading more into this than I'm saying. I didn't say that Relic was doing this as some sort of secret master plot or anything like that. There was always a tendency to try multiple changes to units in the test patches. Most of the time those notes made it into the official patch notes but not always. Trying to find one specific change would require someone to find all of their patch preview change logs, then read all the way through them to see which changes actually happened. That would be a really time consuming task. I don't think any omissions were intentional as much as they just weren't that great about keeping track of their changes.
Would you accept this if someone else said it? Cause this is literally just a long way of saying "trust me, I sort-of remember". The patchnotes missing things was not as common of an occurrence as you make it out to be either
The most significant change to it's anti-infantry performance I can remember was to it's moving scatter penalty, which is actually in the patchnotes:
M4A3 76mm ‘Easy-Eight
The Easy-Eight will still have lower moving scatter than most other tanks; previously the E8 had no scatter penalties for moving.
Moving scatter from 1 to 1.35
Don't remember them ever changing AOE. Doesn't mean it didn't happen, but you didn't make a good case
I'd forgot about the scatter penalty. That could've been the only nerf.
I'd like the B-4 to stay unique, so it doesn't flanderize into just another ML/20. I guess put it back to Meme cannon if suppression didn't cut it.
I'd prefer to balance around the suppression, having a tool to push back infantry pushes/soften to start pushes is really nice.
Otherwise, turn it into another Big AT gun. Just, don't make it just a bigger ML/20.
The ML20 is really mediocre. I'd like it better if they made the current B4 into the new ML20 (but with a cooldown nerf and suppression removed) and then made the B4 back into a single high damage shot but buff the AOE and add suppression.
just used like 20 of these yesterday. the anti armor is good but this thing cant kill infantry that good. you could be shooting at a blob still missing. i had to many lvl 3 e8s and very few kills like sometimes 2 sometimes 6. but did good vs armor to get the vet. no inf kills. scatter sucks and aoe sucks
I think it used to have the same profile as the M4C. Being able to decrew it and abuse the pop cap, plus being able to take one additional hit was what got it nerfed the first time. I had a game where a teammate got 9 of them. When he hit that critical mass, he completely rolled over his side of the map then hit my side of the map. The other side got really salty.
I've tried it a few times in comp stomps. I don't think it's completely trash but it isn't a huge improvement over a standard Sherman.
Rather than give it any more stat increases, it would be interesting to add an ability:
If the MG upgrade is picked, let it switch between AP and HE. This would make it great against massed infantry.
If the commander upgrade is picked, give it either mark target or a 40 range time-on-target.