Walking Stuka
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Posts: 4301 | Subs: 2
Posts: 246
yo fool, its destroying weapon teams in a barrage that is the problem, it happens. fuck decrews, that is fine. i lost a 320mp unit without a chance of salvaging it by someone who has to point and click into the fog of war?
Well, with its ROF it's more balanced than ISU
Posts: 1122
And if it is not bad enough, you can multiply this by 2-3 okw players and see current okw artyparty 3v3 and 4v4 dominance.
Posts: 2487 | Subs: 21
-I enjoyed writing this up.
-On a more serious note, I honestly think the stuka is fine as is considering OKW has 2/3 resources and an early investment in the stuka will considerably hinder their ability to bring out heavier tanks. So, if the allies are unable to use that extra 100 fuel to their adv, tis be their fault.
Also you, you you you. Been lookin' for ya bud. I wont start anything serious as dem mods will get angry but for everyone else please ignore the obvious fanboi.(Who I might add throws childish insults in-game to those he loses to)
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Posts: 2487 | Subs: 21
But Von, in 3v3+ (thread about 3v3 and 4v4 anyway) its near to impossible to push okw no-tank play anyway due to cheap and effective at guns supported by mines, their flak building and shrecks. t34/m5s/shermans will die in frontal attack and only good at gaining some map control. And then true breakthrough tanks such as sherman dozer and kv8 will face pak 43 (which cost 0 fuel) at the time they finally arrive.
True, but have you ever tried using a B-4 to counter their hfs? Maybe AT partisans out of a building nearby? Possibly saving up a horde of 3-4 t-34s, or maybe going for a hard corner of the map flank and taking out the hf while your other soviet teammates push with you in the same sector temporarily? As well as considering it requires t2 and an 100 fuel investement for the OKW, which the earliest possible stuka would most likely be at 9-10 minutes you should be able to have enough time to spam mortars(120s) and minesweepers to help beat back their units, as well as AA spam for the U.S. to easily clear those pak guns.
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It comes too early - from 6to7 minutes on maps with fuel near base and 8 minutes on maps with contested fuel at the middle, ofc if it rushed with fast t2 and fuel conversion.
Then counters. Partisans close to worthless since skilled players will always drive stuka all the way back after barrage. B-4 sure is an option, but it needs vet1 to hit anything and, again, could be decrewed or even completely destroyed with 1 barrage from stuka.
So i think minor nerf (unlike volley fire) will be good.
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Posts: 647
I think the walking stuka is in a good spot. Its a significant fuel investment, and its the only reliable indirect fire that the OKW has access too. The simple counter is be aware, get your retreat off early, and don't blob. Seems fair enough to me.
blob blob blob, i hear this word a few times, what actually constitutes to a blob, 4 squads moving together? or is it a single 6 man squad moving on its own?
look, im sick and tired of people saying not to blob. arty punishes blobbing, that is a good mechanic. but stuka is a arty piece that focuses all its rounds into a small area. that does not punish blobbing, that basically fucks anything off the face of the earth that is in its strike zone.
tldr, it has a good chance of 1 shotting squads and support teams, just like the isu.
the stuka, needs to be affected by scatter, it is as simple as that.
also to those saying stuka has a sound. yes they sure do, also the shells lands as fast as it is fired and here's a replay to show.
http://www.coh2.org/replay/19918/just-to-make-a-point.
you can bitch about how badly we played and stuff like that but thats not the point. they were good players and we got mashed, but stuka, god damn. almost immediate reaction, still couldn't save anything.
Posts: 4301 | Subs: 2
blob blob blob, i hear this word a few times, what actually constitutes to a blob, 4 squads moving together? or is it a single 6 man squad moving on its own?
look, im sick and tired of people saying not to blob. arty punishes blobbing, that is a good mechanic. but stuka is a arty piece that focuses all its rounds into a small area. that does not punish blobbing, that basically fucks anything off the face of the earth that is in its strike zone.
...
+1
I think walking stuka's effectiveness is in a good spot but the way it is effective is a bit off to me. it has a chance to annihilate a whole line of blob or defense completely if barraged correctly which i do not feel fair at all. at least in 3v3 and 4v4.
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Posts: 476
19:55 (Can I embedd a video with a startingpoint?)
We should really add knockback onto the stukas creeping barrage, which kicks the enemys caught in it into the next hit, even during retreat. (Shameless DoW2 Elite advertisment here btw.)
But honestly for 1v1 the Stuka is definitly fine (fuel cost + 120 seconds reload time), but for teamgames I guess it could deal less damage to retreating units.
Posts: 4928
But Von, in 3v3+ (thread about 3v3 and 4v4 anyway) its near to impossible to push okw no-tank play due to cheap and effective at guns supported by mines, their flak building and shrecks. t34/m5s/shermans will die in frontal attack and only good at gaining some map control. And then true breakthrough tanks such as sherman dozer and kv8 will face pak 43 (which cost 0 fuel) at the time they finally arrive.
I'm sorry but what tanks are you speaking of? The very expensive Panther, or the ultra expensive Tiger II? Both of which are not only the most expensive in their own respective class, but even more expensive comparatively with OKW's 2/3 resource income?
OKW is designed for "no-tank play". If OKW were supposed to make heavy or even moderate use of Tanks, they would be given cheaper more generalist tanks like the Panzer IV, instead of expensive niche tanks like the Panther tank-destroyer or Tiger II heavy tank.
Posts: 644
It's not just a blob punihsher, it's outright point and click blanket retreat or lose at least one squad. Total overkill.
That's not the only unit that is total overkill on OKW~
Overkill seems to be Relics new design paradigm for ze germans.
Posts: 2053
That's not the only unit that is total overkill on OKW~
Overkill seems to be Relics new design paradigm for ze germans.
Someone here does not remember soviet mines, the IS-2, and the ISU-152...
Posts: 644
Someone here does not remember soviet mines, the IS-2, and the ISU-152...
The IS-2 was never overkill, the ISU-152 still is overkill and soviet mines are mines.
Posts: 4928
The IS-2 was never overkill.
I guess you don't remember that time before the Armour rebalance where the IS-2 one-shotted squads just the same as the ISU. Just because it couldn't 1v1 a Tiger doesn't mean it was useless.
Posts: 644
I guess you don't remember that time before the Armour rebalance where the IS-2 one-shotted squads just the same as the ISU. Just because it couldn't 1v1 a Tiger doesn't mean it was useless.
But it was. What's the point of getting an IS-2 to wipe Infantry? I get an ISU-152 for that. Or T34.
The IS-2 was for victory parading, not for contributing to the actual game.
Posts: 91
Something about it needs to be adjusted. Maybe give it paper thin armor so that the splash from a counter-barrage can kill it. Or decrease its range slightly so that it has to get closer to drop its payload.
Something. It needs a change.
Posts: 950 | Subs: 1
Maybe give it paper thin armor so that the splash from a counter-barrage can kill it.
yea, give it like 11 armor so even small arms can hurt it. oh wait...
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