Can the stug E be made more like the Scot at t4
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No, it arrives much earlier.
2min. and its a doc unit, which cost more.
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2min. and its a doc unit, which cost more.
Its much durable, and 2 mins is a lot of time. Some units got delayed by 10-20 seconds and completely fell out of use.
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Its much durable, and 2 mins is a lot of time. Some units got delayed by 10-20 seconds and completely fell out of use.
Mainly because stug E needs it armor/HP since it actually HAVE to stay on the field to shoot and recieve damage in prosses. Again, sure stug E can 3 shot squads (but relistically you need to hold-fire and attack ground to do it consistently so additional micro is requred), but it cant do it from the distance which requres you to dive it\push. Again, the reason stug E has its armor - because its exposed to TDs\AT guns\Inf\Snares constantly, if the stug E is shooting at you, then its in range to be attacked back.
Scott on the other hand can do it from the distance where its not threated by anything unless enemy is diving you AND on top of the fact that the only way enemy can get you - push the attack (which on its own forces enemy to play on your terms) but not only that.
Even if enemy is diving you, you still have 2 hits window to survive, you still can use smoke on top of that and you can de-crew scott to mess up enemy tank firing and force it to stop-A move it in order to finish it. And all of this on the unit which effectively can stay out of enemy range\behind sight blockers and not even need to be exposed to the enemy. And you can safely add RNG aswell, that your diving tank can miss on the move, hit something and so on.
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If I changed something about StuG-E I would start with vet 1 ability which is a simply a joke.
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Mainly because stug E needs it armor/HP since it actually HAVE to stay on the field to shoot and recieve damage in prosses. Again, sure stug E can 3 shot squads (but relistically you need to hold-fire and attack ground to do it consistently so additional micro is requred), but it cant do it from the distance which requres you to dive it\push. Again, the reason stug E has its armor - because its exposed to TDs\AT guns\Inf\Snares constantly, if the stug E is shooting at you, then its in range to be attacked back.
Scott on the other hand can do it from the distance where its not threated by anything unless enemy is diving you AND on top of the fact that the only way enemy can get you - push the attack (which on its own forces enemy to play on your terms) but not only that.
Even if enemy is diving you, you still have 2 hits window to survive, you still can use smoke on top of that and you can de-crew scott to mess up enemy tank firing and force it to stop-A move it in order to finish it. And all of this on the unit which effectively can stay out of enemy range\behind sight blockers and not even need to be exposed to the enemy. And you can safely add RNG aswell, that your diving tank can miss on the move, hit something and so on.
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Your text is totally right and is the same with Stug e.
// i forgott the credits.
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No, it arrives much earlier.m8 i hve an honest question to ask, did you read the title???? No condecending or anything this is a legit question.
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the stug E sucks due to slow fire rate and shit AOE. So why not make them like scotts at t4. Should be reasonable as that would be later than the scotts.
Stug III E damage are higher than M8.
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Actually Scott has better AOE now, then Stug, but Stug has some advantages, like armor, timing, HP and lower scatter, not mentioning that it is an OST vehicle, and OST can turtle really well.
thats why it need more aggresive tool like a mobile indirect mortar tool like scott, which provide a lot of tools and pushing power, because when ost need to be agressive..it stay there with only few tools. whcih need to come in range from AT etc
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thats why it need more aggresive tool like a mobile indirect mortar tool like scott, which provide a lot of tools and pushing power, because when ost need to be agressive..it stay there with only few tools. whcih need to come in range from AT etc
The whole point of Stug E is a cheap Brummbar knockoff. If you need offensive tools/ mobile artillery, you still have the actual Brummbar (which gets barrage with vet) and the Panzerwerfer.
Not every early unit gets to stay useful all the way to the end of the game. At a certain point you just have to let it go and use the other options.
The only thing I have to say is that it kinda sucks the Stuggy doesn't get any kind of vet ability. Maybe some kind of incendiary or smoke would have been nice.
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This is pretty much the only way StugE could have become usefull without overlapping with Werfer\Brummbar. But its too late for this anyway.
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thats why it need more aggresive tool like a mobile indirect mortar tool like scott, which provide a lot of tools and pushing power, because when ost need to be agressive..it stay there with only few tools. whcih need to come in range from AT etc
Scott has to be decent, because USF are very limited in terms of dealing with AT guns and team weapons in general. While OST already has a lot of tools and, as I said, it is also good at turtling. If you make Stug-E like Scott, this just telegraphs disaster, or requires a redesign. IMO it could use a buff, but it should not be like Scott
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Scott has to be decent, because USF are very limited in terms of dealing with AT guns and team weapons in general. While OST already has a lot of tools and, as I said, it is also good at turtling. If you make Stug-E like Scott, this just telegraphs disaster, or requires a redesign. IMO it could use a buff, but it should not be like Scott
USF are not very limited in dealing with support weapons, they have cheapest mortar, pak howitzer, scott, Major off map. On top of that the get smoke round in both infatry and vehicles.
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