Stug G
We find the overall stats of the Stug (penetration, rate of fire, accuracy) far too excessive for its cost). We are recalibrating the Stug so that it remains highly efficient vs medium armour. At the same time we are reducing its anti-heavy armour potential to create more space for the high-tech Panther.
Note that the Stug retains a high penetration value at close range. This will give Stugs the option to charge against enemy armour (at close range), if a target needs to be taken down quickly.
-Penetration from 200/185/170 to 200/150/140
-Population from 8 to 9
-Pintle MG upgrade cost from 50 to 40 (fixed arc)
-Pintle MG range increased from 35 to 40
-TWP damage from 160 to 80
-TWP effect: blind for 5 seconds
Although the stug overperform it also has lees sight radius and is out ranged having the shortest range of any turretless TD. The Idea that it will be able to close in to operate makes little sense since it runs the risk of being circle strafed.
Suggestions:
1) Try increasing range to 60 so it can at least fire back at allied tds
2) Greatly decrease target size. That increase the real life feel, since it was designed to have low profile and in game it can help it survive long range shots from allied TDs.
3) Replace vet armor bonus with target size bonus and/or HP. Replace some of the ROF changes with some penetration.
4) Reduce the ROF a bit if it needs a nerf
5) allow the unit to rotate faster when stationary via an ability or as hull down bonus replacing the existing ones. Generally speaking the hull down bonuses for turretless vehicles should change.