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russian armor

Move StuG III-G to T2 or T2.5

25 Jan 2016, 00:54 AM
#1
avatar of siuking666

Posts: 707

As topic.

Moving StuG G to Ostheer T2 and/or put a small unlock cost like AEC will make Ostheer life so much easier against mid-game light vehicle harassments in 1v1 or 2v2.

And considering,
1) StuG G in T2 will comes out around same time as T70/SU76
2) StuG G can't kill infantry
3) StuG G still get penetrated by everything like PTRS/Bazooka.
4) It still costs 90 fuel
5) Ost T3 comes much later (40 fuel tech + 75 fuel building)

It makes sense to put it in T2 as a late-light-vehicles-phase-counter.

Then just put Werfer/Panther/Brummbar whatever to fill its spot.
25 Jan 2016, 01:15 AM
#2
avatar of Gumboot

Posts: 199

Is tiger locked behind T3 or T4 upgrade or just the CP wall?

If I could get stugs out T2 and no lock behind tech advance on call ins then it will just be another Soviet T2 wall into call ins.
25 Jan 2016, 01:15 AM
#3
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

I dunno, StuGs are pretty obviously superior to SU-76s aside from the latter's free barrage (which is more of a small bonus than a significant facet, unlike say AP shells with the Sherman's HE). The proposition sounds a lot like when JPIV were in OKW T1 to me, except in this case they're way cheaper individually instead of having good vet 5. I'd say we're better off messing with 222's stats.

I'm totally cool with putting Werfer in T3 though.

jump backJump back to quoted post25 Jan 2016, 01:15 AMGumboot
Is tiger locked behind T3 or T4 upgrade or just the CP wall?

If I could get stugs out T2 and no lock behind tech advance on call ins then it will just be another Soviet T2 wall into call ins.

That's a pretty fair thing to fear. If a faction were to only have StuGs for vehicle-based AT, I'd think I could manage with it.
25 Jan 2016, 01:23 AM
#5
avatar of Carlos Danger

Posts: 362

Would prefer PaK to T1 and Sniper to T2, thing as that would address a lot of balance problems.
25 Jan 2016, 01:27 AM
#6
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

Would prefer PaK to T1 and Sniper to T2, thing as that would address a lot of balance problems.

Hm, that does sound pretty interesting.
25 Jan 2016, 01:40 AM
#7
avatar of Gumboot

Posts: 199

Might give a bit of breathing room for UKF from the double Ost sniper start that bleeds them harshly currently.
25 Jan 2016, 01:54 AM
#8
avatar of BeefSurge

Posts: 1891

I like it
aaa
25 Jan 2016, 01:57 AM
#9
avatar of aaa

Posts: 1487


1) StuG G in T2 will comes out around same time as T70/SU76
Then just put Werfer/Panther/Brummbar whatever to fill its spot.

This comunity perfectly deseves this game company of idiots 2.
25 Jan 2016, 02:02 AM
#10
avatar of Dullahan

Posts: 1384

This would completely negate all light vehicle play and make base raping e-z mode for Ostheer.

How about you guys learn how to use teller mines.


Would prefer PaK to T1 and Sniper to T2, thing as that would address a lot of balance problems.


"Oh god, people are learning how to use snipers finally. We have to fuck with the tech tree to fix it rather than try and counter it."

25 Jan 2016, 02:37 AM
#11
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

Lol no. Stug needs no buffs. FFS you need a tank destroyer to fight against light vehicles? You don't see how unbalanced it is if they came out at the same time?
25 Jan 2016, 03:05 AM
#12
avatar of Waegukin

Posts: 609

Pak, teller, MG AP rounds, Shreks, faust and 222 are available to counter light vehicles in Wehr's first 2 tiers. The only early units that can't do something to vehicles are 251s and snipers. There is no need for a T2 Stug/Puma/etc.
25 Jan 2016, 03:38 AM
#15
avatar of ZombiFrancis

Posts: 2742

I've always thought that the midgame should've been designed around being a battle of StuGs versus T70s and SU-76s. The trick was just to put true tanks, P4s and T/34s, off towards the late game. The mobility of light vehicles and lack of mobility of tank destroyers play off each other rather well. The heavy tanks still act like endgame units anyway.

But then WFA happened.

But anyway, while Soviets now have a proper tier with T70s and SU76s, Ostheer has the dilemma of having StuGs, Panzer 4s, AND Panthers spread over only two tiers. One of the three will be outclassed in its own tier, no matter the combination. But it's almost always a better idea to improve units by delaying their counters rather than having them available sooner, especially considering that the late game is so incredibly dependent upon the earlier stages of the game.

So what I'm really trying to say, if you're trying to suggest a way to promote StuG play, then it's the Panzer 4 that should be pushed out into a sort of T3.5. It'd improve the vehicle and light tank's window of effectiveness, which is currently pretty narrow, without directly delaying T4.
25 Jan 2016, 03:43 AM
#16
avatar of Porygon

Posts: 2779

Panzer III is better.
25 Jan 2016, 03:52 AM
#17
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4



What fucking buff? l2read.

How is making it come out sooner and letting you skip t3 not a buff?
25 Jan 2016, 08:00 AM
#18
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post25 Jan 2016, 01:27 AMVuther

Hm, that does sound pretty interesting.

Pretty much.

Though it would enforce classic CoH1 gameplay between USK and ost with tripple gren dual MG every game.
25 Jan 2016, 08:15 AM
#19
avatar of NEVEC

Posts: 708 | Subs: 1

40+75 = 115, british T3 is 115 too.
25 Jan 2016, 08:21 AM
#20
avatar of ashxu

Posts: 124

Would prefer PaK to T1 and Sniper to T2, thing as that would address a lot of balance problems.

That's an interesting idea actually
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