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Walking Stuka

4 Nov 2014, 18:53 PM
#61
avatar of OZtheWiZARD

Posts: 1439



Yeah and what is the penalty if Axis go support heavy? Well you can always get a Kat, but that comes out much later


Snipers, Penals, Mortars, Shocks with smoke, etc.
4 Nov 2014, 19:14 PM
#62
avatar of Sierra

Posts: 432

This Allied Fanboy crusade to win the game by having everything useful or effective that is German nerfed into the ground is getting out of hand. For gods sake just play the game or dont. USF has Priest and Pack Howitzers as well as tons of call in arty that is not doctrinal through the Major!

The Stuka is fine as it is and could even stand a buff to it's veteran gain.
4 Nov 2014, 19:19 PM
#63
avatar of Australian Magic

Posts: 4630 | Subs: 2



Snipers, Penals, Mortars, Shocks with smoke, etc.


So it's step in, barrage, step out vs micro, micro and more micro.
4 Nov 2014, 19:22 PM
#64
avatar of hedfunk

Posts: 41

How anyone can defend the stuka is beyond me. In 1v1 and 2v2 I don't know, but in 3v3 and 4v4 it's a guaranteed unit destroyer.

Goodluck moving the 3 or 4 weapons teams you have from the time you hear the noise to impact. Even if you do manage to move them all, they're so slow to move they're going to die horribly anyway, if they just squad wiped you which is bad enough....well that's one thing, but no, they destroy the weapon itself too.

Squad in a building? Goodbye building, even with the changes to building damage, most buildings go down and the squad is dead at least. Axis have a squad in a building, what am I to kill it with? Mortars. Slowly.

Not to mention the fact they're almost impossible to kill. If you somehow manage to get a t34 through the lines of shrek squads, pak's, pumas and p4's then it takes at the very, very minimum 2, shots to kill, sometimes 4. In the meantime it is of course reversing like mad back to safety whilst the t34 struggles to keep line of sight on it. Chances of getting your t34 back to your own lines? Slim to say the least.

And this is early to mid game. Once the KT's and JT's start rolling out, there's no chance in hell you're going to kill it unless it decides to drive into your base, even if this does happen, an IS-2 doesn't one shot it. Crazy.

To people saying the katy is just as lethal - would you swap the Stuka for the Katy? I think we all know the answer to that.
4 Nov 2014, 19:58 PM
#66
avatar of GustavGans

Posts: 747

How anyone can defend the stuka is beyond me. In 1v1 and 2v2 I don't know, but in 3v3 and 4v4 it's a guaranteed unit destroyer.



Yes because 3v3+ are clustered spammfests. It's hard not to hit anything with whatever artillery piece.
4 Nov 2014, 20:29 PM
#67
avatar of broodwarjc

Posts: 824



Yes because 3v3+ are clustered spammfests. It's hard not to hit anything with whatever artillery piece.


This.^ The Walking Stuka is fine, the problem is that 3v3 and 4v4 maps are too small. ANY artillery in 3v3 and 4v4 is going to be more effective than in 1v1 and 2v2 due to map size.
Whine about the map sizes not the unit.
Vaz
4 Nov 2014, 21:21 PM
#68
avatar of Vaz

Posts: 1158

The map size has nothing to do with the precision. The stupid damage values wouldn't even be so much of an issue if it wasn't for the precision. That's the whole reason why Soviets got nerfed on at least 1 mortar. The pm-82 did double damage as part of the munitions cost to precision strike, 1 shotting axis weapon teams. That got nerfed. Now we have a unit that does this even better and doesn't require vet1.

If you look at all the other artillery in the game, they are all strong enough to 1 shot a squad, even in buildings (but not as reliably for some). The problem is they all have far more scatter. The stuka needs to lose either splash damage or precision. If not, then other arty needs to be brought to it's level as it's a very unfair advantage. The stuka costs no where near as much as lefH, ml20, and b4, but outperforms them with infinite range.
4 Nov 2014, 22:07 PM
#69
avatar of NinjaWJ

Posts: 2070

jump backJump back to quoted post4 Nov 2014, 21:21 PMVaz
The map size has nothing to do with the precision. The stupid damage values wouldn't even be so much of an issue if it wasn't for the precision. That's the whole reason why Soviets got nerfed on at least 1 mortar. The pm-82 did double damage as part of the munitions cost to precision strike, 1 shotting axis weapon teams. That got nerfed. Now we have a unit that does this even better and doesn't require vet1.

If you look at all the other artillery in the game, they are all strong enough to 1 shot a squad, even in buildings (but not as reliably for some). The problem is they all have far more scatter. The stuka needs to lose either splash damage or precision. If not, then other arty needs to be brought to it's level as it's a very unfair advantage. The stuka costs no where near as much as lefH, ml20, and b4, but outperforms them with infinite range.


You can also get a Stuka fairly early compared to the Kat and Panzerwerfer.
4 Nov 2014, 22:40 PM
#70
avatar of AchtAchter

Posts: 1604 | Subs: 3



You can also get a Stuka fairly early compared to the Kat and Panzerwerfer.


By that you delay greatly your tanks, obers and counters to shock or airbornes.
Early stuka is something only needed in case of heavy maxim spam or medic house spamfest by a soviet player.


Against skilled opponents it's not that useful since they even can move their team weapons in time.
Vaz
4 Nov 2014, 22:48 PM
#71
avatar of Vaz

Posts: 1158

Early stuka is likely a deathtrap for 1v1, but in team games is good.
4 Nov 2014, 23:14 PM
#72
avatar of voltardark

Posts: 976

This is easily the most powerful support unit of the game, the best investment there is. It can kill many time its cost in unit wiped.

But, instead of overnerfing it the usual way, i would only increase its firing sound and slowdown its rocket by 20%, so mobile units can get a better chance to get away. Slow and static units would still be wiped as usual.

Thanks
5 Nov 2014, 00:21 AM
#73
avatar of Jaigen

Posts: 1130



You can also get a Stuka fairly early compared to the Kat and Panzerwerfer.


in 1vs1 that's a death sentence.
5 Nov 2014, 00:34 AM
#74
avatar of NinjaWJ

Posts: 2070

jump backJump back to quoted post5 Nov 2014, 00:21 AMJaigen


in 1vs1 that's a death sentence.


Just saying... it is there if you want it
5 Nov 2014, 01:06 AM
#75
avatar of Alexzandvar

Posts: 4951 | Subs: 1



You can also get a Stuka fairly early compared to the Kat and Panzerwerfer.


Because it's your only counter to maxim spam/support weapon spam. As well as the insane blobs that Americans can get.
5 Nov 2014, 01:09 AM
#76
avatar of BrutusHR

Posts: 262



Just saying... it is there if you want it


So... the point is?


If u build a fast Stuka, that means only valid defense in early, even mid game against armor is raketenwerfer, and good luck with that POS. Well, if we are talking about fast Stuka, so that means no panzershreck either. Because u need to convert muni to fuel, or u won't get that stuka so fast... Well, at least those maxims will give u a break...
But really, i find katy very very punishing against a blob, same as stuka, stuka can aim in a direction? Well a katy has bigger range, faster cooldown and rockets will get faster to target. Stuka has more power against buildings? Well, It is more expensive, and bigger risk to build than katy TBH. So, that's that. Both unit come with their pro's and con's. TBH arty that needs tweaking is a ostheer one.
Vaz
5 Nov 2014, 01:11 AM
#77
avatar of Vaz

Posts: 1158

because flanks and grenades only work for allies and luchs does not tear through support squads.
5 Nov 2014, 01:27 AM
#78
avatar of wongtp

Posts: 647

largely depends, team games this thing is a beast. most of it is because it comes super early and very difficult to counter, light vehicles comes later and are extremely vulnerable to schreck volks and takes too long to kill a stuka.

countering them takes too much effort, too much skill and too much investment comparing to defending them. also, with soviet tech, failing a fast tank strat as a soviet means your t3 is effectively useless and you have to spend more fuel/mp for other tiers just to hold the lines. in short, you have fallen way back of ur opponent.

more often than not, its actually more cost effective to learn to minimize stuka hits than tech for its counters.

it definitely needs a small, basically do lesser damage to buildings so it wont 1 shot them and take everything out. make the rockets fall in a circular area like the vcoh, it will be fine.
5 Nov 2014, 02:01 AM
#80
avatar of Alexzandvar

Posts: 4951 | Subs: 1

jump backJump back to quoted post5 Nov 2014, 01:11 AMVaz
because flanks and grenades only work for allies and luchs does not tear through support squads.


The key here is not just maxim spam, support weapon spam. If your enemy has an AT gun or 2 your Luch is going to be much less effective. If the ISG wasn't shit and OKW had more than just the Stuka to stop support weapon blobs then a nerf to the Stuka would be fine.
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