Sturmtiger OP AF
Posts: 1794
Another meme OP axis unit, 1 hit SU85. Nerf plz
Posts: 17914 | Subs: 8
No one got time to waste looking for whatever made you freak out.
Posts: 112
SOV player was asleep and let the sturm derp it.
It's not OP, good unit that needs some coordination to use as OKW and respect with alertness to counter as allies.
It takes a lot of micro and distraction to actually get kills with it in higher levels games. But the fear/denial factor to blobs in the area still makes it useful.
Posts: 956
(580dmg for a direct hit [0-1 range] but this thing can have rockets exploding prematurely on even the slightest bump in the ground )
Posts: 1392
So, whats the problem? Using scout units? Also the SU wasn't full hp.
Vet5 Stumtiger is allowed to have some fun.
Posts: 1515
The HP goes to 1440 on higher vet. Soviets were wrong to dig in vs it. They had IS2 and they played super passively. They dominated all game except when that sturm got vetted. Then, instead of pushing with IS2 and SU85 they went to camp. Sturm just ran in, fired it's shot (it can fire quite fast), and went back. Furthermore, the yellow one played guards and penals which is super expensive on the manpower, especially vs sturm. You can't play penals on that map vs double OKW with sturms. It will just bleed you dry. All in all, a good start, good mid game, terrible late game. OKW is probably the strongest late game faction and to play passively means death.
EDIT: Forgot to say that they also didn't try to flank at all. They just dug in on the middle and tried to wait it out. You can't do that vs 1400 hp nuke launcher, especially not with ZiS guns. Furthremore, they can have KT and Sturm at the same time which means you need to battle 2400 hp, high armour targets, which means you need to spend a lot of pop on AT which leaves you defenseless vs obers and volks. Poor lategame play by the soviets.
Posts: 888
Posts: 3588 | Subs: 3
Also I get really really mad when I aim it at an incoming blob perfectly and the shell explodes 5m away from the ST because there was a tiny fence in the way.
Posts: 626 | Subs: 1
Considering the unit can't one-shot meds/TDs any more and has a long aiming time, that SU player could have easily gotten away on multiple counts. There's a reason it's rarely seen any more and it's not due to being stuck in one okayish doc.
(580dmg for a direct hit [0-1 range] but this thing can have rockets exploding prematurely on even the slightest bump in the ground )
If that guy move his SU85 even for 1 centimetre from a center of circle he would survive the shot.
Dead TD is mainly a fault of a player not Sturmtiger being OP.
Posts: 1392
Sturmtiger needs a rotation speed bonus. It's incredibly clunky to use.
Also I get really really mad when I aim it at an incoming blob perfectly and the shell explodes 5m away from the ST because there was a tiny fence in the way.
Sturmtiges has problems with height differences, shooting shorter than indicated.
Posts: 17914 | Subs: 8
Sturmtiges has problems with height differences, shooting shorter than indicated.
It also has projectile collision, if there will be even 1 infantry model on its way, it'll explode on it.
Posts: 1392
It also has projectile collision, if there will be even 1 infantry model on its way, it'll explode on it.
That is new for me, ok!
Posts: 13496 | Subs: 1
It also has projectile collision, if there will be even 1 infantry model on its way, it'll explode on it.
Any replays to back up the claim?
As far as I know projectiles can not score collision hits with infatry entities.
Posts: 17914 | Subs: 8
Any replays to back up the claim?
As far as I know projectiles can not score collision hits with infatry entities.
Source: A failed attempt of having it overshoot 2 squads by having them hug its front, leading to direct hit that also got st itself in the blast.
Posts: 13496 | Subs: 1
Source: A failed attempt of having it overshoot 2 squads by having them hug its front, leading to direct hit that also got st itself in the blast.
Care to provide a replay?
Because once more as far as I know entities do not collide with projectiles.
In "even 1 infantry model on its way, it'll explode on it" you should be able to recreate quite easily.
Posts: 1515
Care to provide a replay?
Because once more as far as I know entities do not collide with projectiles.
In "even 1 infantry model on its way, it'll explode on it" you should be able to recreate quite easily.
I won't bother providing the replay since I won't bother. That bug saved my captain + rifleman. I witnessed it bugging out on a model that was hugging the sturmtiger. It fired, recoiled but the shell landed on the infantry model in front of it, killing only it (no AOE dmg). That's what I witnessed.
Posts: 13496 | Subs: 1
I won't bother providing the replay since I won't bother. That bug saved my captain + rifleman. I witnessed it bugging out on a model that was hugging the sturmtiger. It fired, recoiled but the shell landed on the infantry model in front of it, killing only it (no AOE dmg). That's what I witnessed.
Only it does not check it cheat mode. The shell probably hit the environment and not the entity.
Posts: 449
Posts: 1515
How do the Sturmtiger and the AVRE compare? I know the AVRE always wipes at least one squad of mine each time it shoots. There is no escape.
https://coh2.serealia.ca/#
This has updated stats last time I checked. You can directly compare them. Sturm is overall a bigger nuke while AVRE has a turret so it's a bit less clunkier.
Posts: 2458 | Subs: 1
https://coh2.serealia.ca/#
This has updated stats last time I checked. You can directly compare them. Sturm is overall a bigger nuke while AVRE has a turret so it's a bit less clunkier.
The most important difference is that the AVRE shoots much faster leaving the enemy little time to react while the Sturmtiger takes forever to shoot and then hits the terrain half the time. I also think the AVRE has better AOE making it better vs infantry.
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