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State of the Sturmtiger

Is the Sturmtiger good the way it is?
Option Distribution Votes
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20%
80%
Total votes: 50
Vote VOTE! Vote ABSTAIN
10 Jan 2020, 22:58 PM
#1
avatar of Butcher

Posts: 1217

Imo the Sturmtiger is not really useful the way it currently is.

The problem stems from the unit having too little range. It can not shoot from the fog of war since the "latest" nerfs. Now hear me out.

While short range may work for the comparable unit, the AVRE, this makes the Sturmtiger utterly useless. It has no turret. The whole hull moves slowly towards the targeted area, meaning your opponent has to be incredibly slow to not be able to dodge the shot. The AVRE can at least move the turret fast enough and the player can target a shot into the estimated path. The Sturmtiger on the other hand can't without a huge delay. The hull will slowly line up with the target and the opponent knows exactly where the shot will land. In the end this means the Sturmtiger can only be utilized if your opponent makes significant mistakes. And this is incredibly frustrating and the reason the Sturmtiger is rarely utilized.

The only solution to make the Sturmtiger effective, is to increase its range. Make it some kind of tracked B4. Nerf the AOE and scatter if you want. But the way it currently is, is simply bad.

Would like to hear your opinion and suggestions on it.
10 Jan 2020, 23:07 PM
#2
avatar of dasheepeh

Posts: 2115 | Subs: 1

agree
10 Jan 2020, 23:26 PM
#3
avatar of Latch

Posts: 773

Id like to see it kept as is but fire faster as currently even when its in range it takes ages to fire.
10 Jan 2020, 23:28 PM
#4
avatar of Angrade (Ægion)
Senior Modmaker Badge

Posts: 766 | Subs: 2

Personally, I would like to see it replaced. I am not of a huge fan of its design to just nuke an area. Perhaps replace it with an short barrel Panzer 4 f1?
11 Jan 2020, 00:16 AM
#5
avatar of Toyvendor

Posts: 40 | Subs: 1

The projectile also has serious inconsistencies. There are times where the shell hits a target and only a few models will die when it should be a wipe. Similar to the zu fuss.
11 Jan 2020, 02:06 AM
#6
avatar of thedarkarmadillo

Posts: 5279

So far it's a unanimous 10/10 for underperforming and I agree with it very much so. What used to be my favorite commander has greatly fallen from glory. The aim time is slooooow and the AoE isn't great even then making it incredibly easy to dodge. What's more is the projectile is at complete mercy of the map from elevations to obstacles. To call it hot garbage would be an understatement to say the least....
11 Jan 2020, 02:53 AM
#7
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

Nah, the range is more than fine. What it really needs is better shell physics. Shells will keep detonating short of where you marked it to fire, resulting in much less devastating hits. It also needs better damage vs tanks from close range to the detonation.
11 Jan 2020, 03:02 AM
#8
avatar of IncendiaryRounds:)

Posts: 1527

Permanently Banned
Just like the Brummbar, another overnerfed axis unit so allies can go back to their blobbing ways unpunished.
11 Jan 2020, 03:08 AM
#9
avatar of NoktDraz

Posts: 47

Even a small range increase of 5 in its current underwhelming form would probably make it OP. Better to reduce its fire time.
11 Jan 2020, 03:10 AM
#10
avatar of distrofio

Posts: 2358

Longer range, ballistic trayectory to avoid world object collisions.
11 Jan 2020, 03:31 AM
#11
avatar of WAAAGH2000

Posts: 732

Maybe change to heavy mortar……or remove reload debuff and give automatic grenade……
And stupid shells always blocked by everything
11 Jan 2020, 04:44 AM
#12
avatar of Doomlord52

Posts: 960

Like others have said, the shell needs to somehow ignore terrain (but not shot-blockers), or have a much higher arc (iirc the later is impossible to implement). Right now, the ST is THE WORST unit in the entire game by a significant margin, due to to most of its shots hitting the ground short of the target, or because it somehow does near-zero damage to a unit that's clearly within the AoE.

That, and let's just make the ST's reload a copy of the AVRE. It already has the disadvantage of not having a turret, making it incredibly obvious when firing; it doesn't need the 'insta-decrew' feature on top of having to manually press "reload" every time and suffering a large movement penalty during the reload.
11 Jan 2020, 09:15 AM
#13
avatar of Aerohank

Posts: 2693 | Subs: 1

In my opinion the Sturmtiger is fine. Good at clearing AT guns and other support weapons, but not so much against more mobile infantry.

I don't know why people want the ST to be a mobile B4 that only fires precision shots, with a tenth of the projectile travel time of the B4, and with just enough range to stay out of LOS so the enemy won't see it comming. You think that's a good idea to balance a game?
11 Jan 2020, 09:19 AM
#14
avatar of Butcher

Posts: 1217

In my opinion the Sturmtiger is fine. Good at clearing AT guns and other support weapons, but not so much against more mobile infantry.

I don't know why people want the ST to be a mobile B4 that only fires precision shots, with a tenth of the projectile travel time of the B4, and with just enough range to stay out of LOS so the enemy won't see it comming. You think that's a good idea to balance a game?
As I stated in the opening post. If it does not get more range then it can not perform unless the opponent makes a mistake. Even support weapons have enough time to react. And an end of doctrine, sexpensive unit only for having a chance of killing support weapons is bad.

A higher rate of fire will not fix the Sturmtiger. That only leads to it not being able to hit more often.

Nobody wants it to fire "precision shots". As already stated I suggested to decrease the accuracy if it is ever going to be a piece of artillery.
11 Jan 2020, 10:08 AM
#15
avatar of Aarotron

Posts: 563

Its really hard to buff unit as specialised as sturmtiger in any sensible way. Shooting through blockers was really cheesy and i dont want to get it back. Statistic way unit is fine with really good durability and reasonable health.
11 Jan 2020, 10:14 AM
#16
avatar of Kurobane

Posts: 658

The Sturm Tiger Grenade Ability should be changed into a passive ability that fires on its own (think Rear Echelon Grenade when its inside a fighting position or the Rifle Grenade upgrade) so that it can harass and do something without having to buff its main gun.
11 Jan 2020, 11:11 AM
#17
avatar of blvckdream

Posts: 2458 | Subs: 1

Can we just summarize the unit as terrible and be done with it? Because really not much else to say about it.

The balance team couldn't figure out how to make it useful without being super cheesy and thus it just has to suck forever. They tried but failed so unless others join the balance team I don't see how it's going to get any better.

If you want to use this type of unit you will just have to use the AVRE I guess.
11 Jan 2020, 11:19 AM
#18
avatar of Sander93

Posts: 3166 | Subs: 6

The balance team couldn't figure out how to make it useful without being super cheesy and thus it just has to suck forever. They tried but failed so unless others join the balance team I don't see how it's going to get any better.


Other people having a go at it wouldn't achieve anything. Aim time, rocket speed and trajectory and object collision are all locked behind animations and other game mechanics that no one has access to.

Also, the Sturmtiger is pretty good and fun to use as long as you know how to aim the rocket and don't expect wonders. It will never be viable competitively, obviously, but with a bit of practice it can function well enough in the average level teamgame. There's not much else that can be done at this point. It's a rather stupid unit that Relic should never have added to the game, but we're stuck with it now and its current state is pretty much the best it's going to get without being too cheesy.

We are looking into turning the vet 1 grenade ability into a passive launcher that'd work similar to a pintle mount MG to give it a bit more utility beyond the rocket.

11 Jan 2020, 12:28 PM
#19
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

My main issue with the Sturmtiger is that, while firing at infantry and killing a bunch has the added benefit of amazing suppression which they don’t start recovering from for a while, there is a huge issue wih firing at support weapons. You usually don’t wipe them if they’re full health and if you don’t wipe them they carry on like nothing happened.

Hence in my opinion the best buff the ST needs right now is some kind of critical hit to support weapons that get shot, which automatically gets removed after X seconds. If that can’t be implemented, just give them main gun crits until repair if the shot lands exactly on the gun.
11 Jan 2020, 12:54 PM
#20
avatar of SupremeStefan

Posts: 1220

Just like the Brummbar, another overnerfed axis unit so allies can go back to their blobbing ways unpunished.

Dude u act like brumbar is your obsession u must understand that old cheese will never return just adapt already brum is ok somehow no one complains abou doctrinal Sherman dozer strange
About sturmtiger it need some kind of rebalance
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