The AVRE has a turret, the shell flies in a higher arc (doesn't land short), and auto-reloads with no movement penalty. I'd say that's a lot better.
In general, you don't "rush" an AVRE or ST, so the 1 point difference isn't that important, imo.
+1
Posts: 1295 | Subs: 1
The AVRE has a turret, the shell flies in a higher arc (doesn't land short), and auto-reloads with no movement penalty. I'd say that's a lot better.
In general, you don't "rush" an AVRE or ST, so the 1 point difference isn't that important, imo.
Posts: 8154 | Subs: 2
I think the ship has sailed on it getting a complete redesign. Better off suggesting smaller changes that are easy to implement.
Posts: 4474
Posts: 1954
Posts: 960
Can you make it not collide with some types of terrain? I saw a teammate's Sturmtiger hit a telephone pole right in front of the Sturmtiger. They had a squad at the telephone pole and lost most or all of their squad.
I wouldn't want magic shells that phase through buildings, forest, etc, but telephone poles, fences, and similar things don't seem like they should affect it.
Posts: 13496 | Subs: 1
This was brought up before, and from my memory, it's only possible to have the shells either collide with everything (as they do now) or nothing (phase through buildings, etc.).
It's also (apparently) impossible to change the arc the shell flies in, so that's not a possible fix, either.
Posts: 3166 | Subs: 6
It's also (apparently) impossible to change the arc the shell flies in, so that's not a possible fix, either.
Posts: 960
We managed to let the rocket fly in a much higher arc (it could shoot over houses) but there's no way to increase the speed of the rocket. Which would've meant hitting a target at long range would've taken significantly longer (from 1-2s of travel time to 4-5s) which would effectively have been a nerf.
Posts: 5279
Posts: 960
Would 4-5 seconds fly time to hit the target be a huge nerf compared to 1-2 seconds to hit the ground 10' in front of the target tho?
Posts: 143
We managed to let the rocket fly in a much higher arc (it could shoot over houses) but there's no way to increase the speed of the rocket. Which would've meant hitting a target at long range would've taken significantly longer (from 1-2s of travel time to 4-5s) which would effectively have been a nerf.
Posts: 8154 | Subs: 2
Posts: 13496 | Subs: 1
What about using that high curve barrage as another option for the ST ?
Posts: 10
We managed to let the rocket fly in a much higher arc (it could shoot over houses) but there's no way to increase the speed of the rocket. Which would've meant hitting a target at long range would've taken significantly longer (from 1-2s of travel time to 4-5s) which would effectively have been a nerf.
Posts: 3588 | Subs: 3
We managed to let the rocket fly in a much higher arc (it could shoot over houses) but there's no way to increase the speed of the rocket. Which would've meant hitting a target at long range would've taken significantly longer (from 1-2s of travel time to 4-5s) which would effectively have been a nerf.
Posts: 5279
Not to mention, it would allow for some incredible ambush opportunities. The loud sound would be more than enough warning, too.
This could actually be a viable change, with some adjustments - but it does change the roll of the unit (and use-case) a fair bit. You basically couldn't use it in the current "assault tank" roll anymore (i.e. driving up to the target directly), and it would instead become an LOS ambush unit.
Posts: 282
Posts: 320
Posts: 1954
Posts: 1295 | Subs: 1
AVRE is better than ST because it doesn't have such along aim time/wind up or whatever determines how fast they shoot after receiving the order. The AVRE also has a more reliable arc so it doesn't collide with terrain as often. It also reloads on the move which is very good compared to the clunky Sturmtiger.
23 | |||||
28 | |||||
9 | |||||
4 | |||||
2 | |||||
1 | |||||
1 |