No tech demo just poor design.
Posts: 8154 | Subs: 2
Posts: 176
The attack cursor certainly does appear for all standard infantry, but no sweeper pios and sturmpios cannot shoot demo charges they will always try to disarm them.
If your Sturms have their sweepers stashed will they still try to disarm?
Posts: 1116 | Subs: 1
Permanently Banned
If your Sturms have their sweepers stashed will they still try to disarm?
How will they detect it if their sweepers are put away?
Posts: 176
How will they detect it if their sweepers are put away?
You could have two Sturms operating together, but only one with the sweeper.
Posts: 1072
Posts: 2470
Posts: 186
We all use demo's as hyper buffed mines
What is the pourcentage of demo's actually being used to destroy bunker / empty buildings compare to demo being used in a middle of a road, a chockpoint or a ressource point ?
Sound point..... its as if the Soviets time-traveled to 21st century and learned IED crafting from Iraq or something
You could have two Sturms operating together, but only one with the sweeper.
So 640 MP + Minesweeper cost to counter 90 munition on-control mine that can effectively counters every single type of unit save aircrafts....
Very well balanced imo
Posts: 270
Demos for the SU need a massive cost increase. Something along 180 MUNI, it's better than the stuka diving run actually.
In case of USF it is a different story though. It's fine IMO. It's not like they are floating munis anyway.
Posts: 742 | Subs: 1
Posts: 176
Sound point..... its as if the Soviets time-traveled to 21st century and learned IED crafting from Iraq or something
So 640 MP + Minesweeper cost to counter 90 munition on-control mine that can effectively counters every single type of unit save aircrafts....
Very well balanced imo
Whenever I play OKW I tend to have at least two, often three Sturms anyways, and if they aren't with my main force then they usually travel in pairs. It's not 640MP + sweepers to counter 90 muni, its 640MP + sweepers that are an effective base of fire, guard against enemy assault troops, and as an added bonus counter any traps my enemies have set.
I love Stalingrad when I play OKW against SU because they always go Shocks, and my Sturms just wipe the floor with them.
Posts: 186
Whenever I play OKW I tend to have at least two, often three Sturms anyways,
Good luck with that. Maybe a replay or ELO would help verify mass sturmpio strat.
I love Stalingrad when I play OKW against SU because they always go Shocks, and my Sturms just wipe the floor with them.
Uh... what? Replays or didn't happen. Unless the total investment in sturmpio is double that of shocks.
Posts: 270
Posts: 17914 | Subs: 8
no unless your mate spends fuel and vet them up using elite training. Wait, toiletgrad is a 1v1 map.
Ohh just wait
Posts: 270
Posts: 176
Good luck with that. Maybe a replay or ELO would help verify mass sturmpio strat.
Uh... what? Replays or didn't happen. Unless the total investment in sturmpio is double that of shocks.
I wouldn't call two or three "mass," exactly. I find them to be very helpful supporting my volks, as they keep rifles, cons, and penals from closing effectively (less so against flamers, but still helpful). I also use a lot of mines, wire, and general defenses and it's nice to not have to do it all with one squad. If they manage to pick up a shreck they're even like discount pgrens.
As for the Shocks v. Sturms thing, many people don't seem to realize that Sturms are best kept at a sort of in-between short-medium range instead of full on in-your-face gangbanging action. If I have Sturms stationary shooting on Shocks as they advance (which Shocks must do to be effective), then they'll easily force the squad to retreat before they can close. If the Shocks don't retreat, then my Sturms now have a numerical advantage and have a good chance of wiping the squad in close quarters. All the green cover laying around makes them even more effective.
I don't have a replay lying around, but I'll see if I can get a match on Stalingrad as OKW and hopefully the other guy will go for Shocks.
Posts: 728
Posts: 742 | Subs: 1
Posts: 550 | Subs: 1
- high lethality
- no sight requred
- wipes retreating squads
- brilliant for mind games: just build one patch and then cancel and repeat
- takes a very long time to defuse
- even if units are walking through it with a minesweeper just throw a nade and watch the wipes (mortar also works nicely)
- area denial
Posts: 742 | Subs: 1
Posts: 550 | Subs: 1
There are also better and more obvious spots. If placed right, they can be rather tricky to spot.
Livestreams
50 | |||||
25 | |||||
21 | |||||
4 | |||||
1 | |||||
90 | |||||
32 | |||||
24 | |||||
16 | |||||
8 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.655231.739+15
- 2.842223.791+5
- 3.940410.696+6
- 4.35459.857-1
- 5.599234.719+7
- 6.278108.720+29
- 7.307114.729+3
- 8.645.928+5
- 9.10629.785+7
- 10.527.881+18
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
9 posts in the last week
27 posts in the last month
Welcome our newest member, Villaloboski
Most online: 2043 users on 29 Oct 2023, 01:04 AM