Sturmtiger OP AF
10 Nov 2020, 12:35 PM
#21
Posts: 65
AWRE performs better but yes Both units shouldn't be even exist in the first place ...
10 Nov 2020, 13:56 PM
#22
Posts: 1515
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.
Regarding the stats, Sturmtiger has better stats all around. AVRE has better 80 dmg AOE by a bit but sturm has 14 AOE compared to 8 from AVRE. It shoots faster but that's it. In good hands sturm is a nuke launcher that can hardly be stopped on most maps. On open maps it's useless.
10 Nov 2020, 14:01 PM
#23
Posts: 195
Remember, the AVRE reloads automatically without the danger of being de-crewed.
I think they are both a lot of fun. The variety of units in COH2 is one of its biggest strengths. If we go down that rabbit hole the existence and performance of a lot of units could be considered undesirable.
As the game is right now, blobbing infantry should be heavily punished, and both vehicles notably contribute to the fight against blobs.
AWRE performs better but yes Both units shouldn't be even exist in the first place ...
I think they are both a lot of fun. The variety of units in COH2 is one of its biggest strengths. If we go down that rabbit hole the existence and performance of a lot of units could be considered undesirable.
As the game is right now, blobbing infantry should be heavily punished, and both vehicles notably contribute to the fight against blobs.
10 Nov 2020, 14:02 PM
#24
Posts: 65
Regarding the stats, Sturmtiger has better stats all around. AVRE has better 80 dmg AOE by a bit but sturm has 14 AOE compared to 8 from AVRE. It shoots faster but that's it. In good hands sturm is a nuke launcher that can hardly be stopped on most maps. On open maps it's useless.
Inconsistance is the name of ST.
AWRE Do its job because fast at the other hand ST can mostly dodgeable in many situations. Vet range makes it terminator Though but until that U can counter ez then counter AWRE with the way that factional design lets u to do.
In stats(theory) ST Good but in practical situations while u microing all of ur army composition etc ,AWRE
is to winner for handling-functionality then ST.
10 Nov 2020, 14:12 PM
#25
Posts: 65
Remember, the AVRE reloads automatically without the danger of being de-crewed.
I think they are both a lot of fun. The variety of units in COH2 is one of its biggest strengths. If we go down that rabbit hole the existence and performance of a lot of units could be considered undesirable.
As the game is right now, blobbing infantry should be heavily punished, and both vehicles notably contribute to the fight against blobs.
Against Blobbing inf , simply can adjust a mechanic that punish blobbing units with debuff with target size or taking damage can calculate by proximity to units one to another...
U don't need a click and delete unit any sort of , Combos or strategy should be lets u do that...
10 Nov 2020, 15:19 PM
#26
Posts: 5279
Imo the biggest boon of the AVRE is actually the turret. Casemate anything is a bit clunky let alone one that takes longer to shoot schwere Gustav
10 Nov 2020, 15:22 PM
#27
Posts: 5279
Against Blobbing inf , simply can adjust a mechanic that punish blobbing units with debuff with target size or taking damage can calculate by proximity to units one to another...
U don't need a click and delete unit any sort of , Combos or strategy should be lets u do that...
My hope for coh 3 is that when units are in close proximity they gain a target size debuff scaling exponentially AND a dps output debuff (don't want to shoot your buddy in the back of the head at 26 people fire while running through craters under enemy fire while collectively taking up less space than a subcompact car) OR stop removing features/units/abilities that punish this kinda play.
10 Nov 2020, 15:23 PM
#28
Posts: 65
My hope for coh 3 is that when units are in close proximity they gain a target size debuff scaling exponentially AND a dps output debuff (don't want to shoot your buddy in the back of the head at 26 people fire while running through craters under enemy fire while collectively taking up less space than a subcompact car) OR stop removing features/units/abilities that punish this kinda play.
Exactly m8 same here...
10 Nov 2020, 17:32 PM
#29
Posts: 112
My hope for coh 3 is that when units are in close proximity they gain a target size debuff scaling exponentially AND a dps output debuff (don't want to shoot your buddy in the back of the head at 26 people fire while running through craters under enemy fire while collectively taking up less space than a subcompact car) OR stop removing features/units/abilities that punish this kinda play.
So with small arms, shots missing the targeted squad could hit models from other squads which are in the line of fire/proximity? That would be good.
Imagine the damage an MG would do to a pinned blob when the damage resistance wears off. Would be glorious.
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