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russian armor

Stug G vs. Soviet and Allied armor

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1 Jul 2015, 00:17 AM
#161
avatar of BeefSurge

Posts: 1891

Imagine stacking it with Hulldown and Scopes
1 Jul 2015, 00:20 AM
#162
avatar of braciszek

Posts: 2053

Imagine stacking it with Hulldown and Scopes


And command panzer IV. Ele-Stug Kappa
1 Jul 2015, 00:35 AM
#163
avatar of ClassyDavid

Posts: 424 | Subs: 2

Just thought of if TWP for the Stug was redesign to disable the enemy tank gun for a few seconds, say around 3 to 6 seconds. (Not destroy the gun but unable to return fire) That way the Tank can't return any effective fire but be able to escape. TWP still be good but not great.
1 Jul 2015, 00:43 AM
#164
avatar of BeefSurge

Posts: 1891

Is that possible?

I don't know if a "disable gun" critical exists. (I know destroy gun does.)
1 Jul 2015, 00:45 AM
#165
avatar of ClassyDavid

Posts: 424 | Subs: 2

The OKW Puma disables the turret of enemy tanks with vet 1 so I would assume it be possible and not to difficult to implement.
1 Jul 2015, 00:47 AM
#166
avatar of ClassyDavid

Posts: 424 | Subs: 2

The OKW Puma disables the turret of enemy tanks with vet 1 so I would assume it be possible and not to difficult to implement.
Edit: Oh bloody hell, double post, I say I feel rather foolish.
1 Jul 2015, 01:55 AM
#167
avatar of BeefSurge

Posts: 1891

Ohhh. Than yeah, this is a pretty good idea too.
1 Jul 2015, 02:19 AM
#168
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

Just thought of if TWP for the Stug was redesign to disable the enemy tank gun for a few seconds, say around 3 to 6 seconds. (Not destroy the gun but unable to return fire) That way the Tank can't return any effective fire but be able to escape. TWP still be good but not great.

Hm, good idea. Still helps them wins fights, doesn't stunlock things to death in bulk.
1 Jul 2015, 02:38 AM
#169
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned
The OKW Puma disables the turret of enemy tanks with vet 1 so I would assume it be possible and not to difficult to implement.


/thread
1 Jul 2015, 05:52 AM
#170
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2


...


Spearhead is good whenever your turret is looking at your ass and you need to instantly make it look at the front.

Target weak point into Aimed shot; sure why not.

BTW, Tiger Ace triple tap still needs a fix.
2 Jul 2015, 20:16 PM
#171
avatar of ZombiFrancis

Posts: 2742

Disabling and damaging the turret of tanks is one of the better criticals in the game. It's kind of a shame they were removed.

Slowing and stopping turret traversal actually created very meaningful choices. Facing a heavy tank's rear armor to align the gun to finish off a flanking light or medium tank is the kind of choices players should have to be making in battle.
3 Jul 2015, 07:54 AM
#172
avatar of __deleted__

Posts: 4314 | Subs: 7

Just thought of if TWP for the Stug was redesign to disable the enemy tank gun for a few seconds, say around 3 to 6 seconds. (Not destroy the gun but unable to return fire) That way the Tank can't return any effective fire but be able to escape. TWP still be good but not great.




+1


Now its terrible to see 3 stugs + tiger ace , everything is stuning you jacsons and shermans.


Stug is fine where he is im not crying for nerf , just this ability (TWP) in stug and tiger ace is a bit silly and OP
3 Jul 2015, 08:20 AM
#173
avatar of Cabreza

Posts: 656

The OKW Puma disables the turret of enemy tanks with vet 1 so I would assume it be possible and not to difficult to implement.


Great idea. Seriously, that would fix the entire problem of TWP.
3 Jul 2015, 11:08 AM
#174
avatar of ElSlayer

Posts: 1605 | Subs: 1

Disable turret is OK on Puma because it has turret and can move away from line of fire while keep firing by itself.

For StuG it is kinda strange - you have to disable turret, turn sideways, move a bit, turn back on target then continue to make shots.
3 Jul 2015, 11:13 AM
#175
avatar of Katitof

Posts: 17914 | Subs: 8

Disable turret is OK on Puma because it has turret and can move away from line of fire while keep firing by itself.

For StuG it is kinda strange - you have to disable turret, turn sideways, move a bit, turn back on target then continue to make shots.

Or you can attack tank from the side in the first place as tanks are not deployed and used like creeps in MOBAs.
3 Jul 2015, 11:21 AM
#176
avatar of Cabreza

Posts: 656

Disable turret is OK on Puma because it has turret and can move away from line of fire while keep firing by itself.

For StuG it is kinda strange - you have to disable turret, turn sideways, move a bit, turn back on target then continue to make shots.


A tank's turret won't always be facing forward. If it's caught at a bad angle it could get stuck sideways and be a real pain to manage. It could also be very useful when used in conjunction with P4s or other mobile tanks.

If that doesn't do it, you could always give the Stug ambush camo. Have it go immobile and invisible (re concealment time greater than it's RoF to ensure no JP4 style shenanigans) and grant it a damage and Pen bonus on the first shot out of stealth.
3 Jul 2015, 11:31 AM
#177
avatar of ElSlayer

Posts: 1605 | Subs: 1



A tank's turret won't always be facing forward. If it's caught at a bad angle it could get stuck sideways and be a real pain to manage. It could also be very useful when used in conjunction with P4s or other mobile tanks.



Or you can attack tank from the side in the first place as tanks are not deployed and used like creeps in MOBAs.


I agree with your points, but I think it is still would look poor on turretless TD. For example it is just plain useless against turretless vehicles (for example Puma, again, very good against turretless vehicles without any additional abilities).

There has to be other way.

But current stun shot is just plain ugly, especially if you count in relative cheapness, range and DPS on pretty sturdy hull with armor bonus @vet2.
3 Jul 2015, 11:35 AM
#178
avatar of Katitof

Posts: 17914 | Subs: 8


For example it is just plain useless against turretless vehicles (for example Puma, again, very good against turretless vehicles without any additional abilities).


How useful is INFANTRY TRACKING on SU-76 and 85 against armor again?

Vet ability doesn't have to be IWIN in combat, doesn't even have to be combat related at all *cough* capture points *cough*.
3 Jul 2015, 11:39 AM
#179
avatar of ElSlayer

Posts: 1605 | Subs: 1



How useful is INFANTRY TRACKING on SU-76 and 85 against armor again?

Vet ability doesn't have to be IWIN in combat, doesn't even have to be combat related at all *cough* capture points *cough*.

Well, that's what I'm talking about - let's not repeat Infantry Tracking mistakes again.
Let it be Concrete-piercing round or something like that. I mean some situational ability, not no-brainer "I-disable-your-tank-haha-run-or-die-now".
3 Jul 2015, 11:39 AM
#180
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1


In this case, you shouldn't be using turretless units by themselves, and their abilities shouldnt allow them to single handedly wreck the units they will typically be fighting, with no micro required. The abilities should also have counterplay of some type. Otherwise, you give one faction an unfair advantage, and force the other to be exceedingly careful.

The puma ability can be countered by retreating or aiming the turret at the enemy manually. Blenkorpers can be dodged. Blitzing tanks can be blocked/ chased/ engine critted. Smoke can be attack grounded. HVAP units can be retreated from.

TWP lets a single AT weapon (stug/pak40) to not only deal heavy damage, but to do so in a way that has no counterplay. If a vehicle is stunned, it has no chance to flee until the ability runs out. This means that a single stug/ pak40 can fire twice with no retaliation, halving the life total of a medium tank. It also means that heavy AT sources like the elephant can wipe a medium tank with no counterplay. When TWP is used in conjunction with multiple AT sources, it allows for easy installation gibs, as well as chained stunning.

TWP also requires minimal micro to pull off. For a pak, merely press the ability. For an elephant/stug, press a button then select a target.

There is no way to excuse TWP as an okay ability. It is simply far too powerful and has 0 counterplay besides being ultra defensive (which allied factions are terrible at). It unfairly punishes allied players for building medium tanks.
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