If you ask me just give it longer range and turn it into a proper SPG that needs to lockdown first in order to fire.
Which part of the B4's design makes you think it'd be a good idea to copy it onto a highly durable mobile chassis? |
Thread: Abandon4 Feb 2021, 23:44 PM
Take literally any tournament we've had recently and count how many games were won or lost because of it.
Well... none... because they've been using tourney mod for about a year now that removes it. Because naturally all the high tier competitive players voted to get rid of it. |
In every single other regard AVRE is hands down better, be it armor, ROF, reload and mechanics and turret.
Point is being that with AVRE as it is in the game, ST has no redeeming qualities over AVRE or payoffs for its disadvantages over AVRE.
That's where you're wrong. Sturmtiger gets a very useful and deadly vet 1 ability that it can use besides its main armament / during down time, it gets 1280 hitpoints at vet 2 on top of similar/slightly worse armor (242 vs 290), it gets significantly more range at vet 4 and it is deadlier against tanks when you can manage to score direct hits (580 vs 440 damage). It also reaches most of its veteran bonuses faster at 1400/2800/5600/7400/8900 veterancy requirements compared to the AVRE's 2020/4040/8080.
It is more clumsy to use, that is for sure. And overal I would rate the AVRE slightly better because it is more versatile / easier to use. But the Sturmtiger definitely has its perks once you know when and how to use it and it can be really good when used properly.
|
It also is quite open to abuse, through intentionally getting it decrewed to hand it to a teammate, or allow yourself a SturmTiger + another heavy vehicle.
Not even just abuse, but if you do lose it to a reload abandon it's usually somewhere behind your lines where you can still save it and then you can get two or let a teammate recrew it and call in a new one yourself. This happens to me more often than completely losing it to an abandon to be honest. Both are bad though. The manual reload and slow reload speed are already bad enough, the abandon mechanic is just overkill on usability. Especially compared to the AVRE.
Is there anything particularly preventing you making that change?
I don't think there would be, but at this point any changes for the next patch are still in concept phase at best obviously. |
You need to know on which maps you can use it and on which maps you can't use it (those with a lot of elevation and lots of obstacles), and you need to learn how the shell ballistics work. Basically you need to make sure:
- you use it from behind other units that spot for it so the enemy doesn't see it coming;
- move in a straight line to the target to minimize aim time: this way it will start aiming while slowing down; otherwise it has to stop, turn and then aim;
- and you need to aim a bit behind the target so you'll always hit because then when the shell goes short and still hits the target or it goes long and it will collide with the target;
- try to use sight blocking patches of trees to fire through to surprise enemies.
Once you master it, it can be a really good unit. Not competitive, but definitely very good. Especially with the vet 4 range increase when it can fire from FOW and now that the vet 1 ability is really good. The only thing that still really sucks is the abandon when it gets hit while manually reloading, but we're looking to remove that. |
Both fuels on one side is a bad idea imo, in case you get stuck with a bad random teammate who can't hold that side of the map. |
Thread: Abandon1 Feb 2021, 15:29 PM
It, along with a whole host of game mechanics promotes careful play. You are always generally supposed to mutually support your units, not over extending, abandon is just one more thing that *can* punish taking too big a risk.
Why exactly would this be a good thing? Risky play should be balanced around risk versus reward by itself, i.e. you risk losing your own units to kill more of your enemy's army in an aggressive push when you feel like you see an opportunity to do so. It doesn't need a total RNG mechanic like abandon to swing a game for no reason or to discourage anyone from attacking. It should be totally up to the player to determine how aggressive or defensive they play, and it should be totally up to the player to determine whether or not overextending is going to be worth it. This is a game about WWII, where manoeuvre warfare dominated, and not static positions. Defensive players are already favoured enough with mines, stationary accuracy advantage, laney maps, an abundance of snares, etc. There is absolutely no need for a mechanic that randomly punishes risky/good/exciting play as harsh as this. But alas, Relic does not want it removed so sadly we're stuck with it. |
There's nothing to fix, that is intentional. Garrisons can never be completely wired off, Relic changed this a long time ago. If the last or only door is wired off, the wire becomes void.
You can use a V-shape wire though, then units can still enter but they'll get trapped once they try to exit. |
I really don't understand how the move to 64 bit could have caused this bug, honestly.
Everything is possible with Relic Spaghetti Code. Remember the Ober LMG 34 SWS trucks a few patches ago even though there were no changes to either units?
I believe Stormtroopers and AB Guards use a special kind of upgrade for their free weapons, which is why they're the only ones affected. |
Sorry. Its +1 speed. From 3 to 4 so its 1.33 instead.
Yea I'm not sure the 0.13 speed of tac movement really offsets the 3x as long duration,
It does not give +1 speed, it gives +1 posture_speed. So a higher speed "level" with a predetermined/standardised speed increase. Tactical Movement increases infantry movement speed from around 3.5 standard (barely able to keep up with a Tiger II at 3.8 speed) to around 5.6 (barely being able to keep up with a Brummbar at 5.7 speed). Around a 50% increase; probably a straight 1.5 because I had to guess the speed values. More than double RS' 1.2 movement speed bonus.
Tactical Movement isn't a very good comparison anyway because it's a meh ability. It's mostly just there to balance out some commanders.
|