Sturmpios redesign .
Posts: 341
They are terminators in close range , they do ok vs units on long range and they can hold buildings for quite some time.
My suggestion is to add a "combat package" alongside the support package that the player needs to choose between.
The standard unit would be able to cap and shoot and that's it with 2 StGs instead of 4 .
The support package (30 munition) will give you the ability to lay mines and sandbags , build/cut wire , the repair ability and also med packs that are not locked behind vet .
This unit will also have the thorough salvage ability locked behind vet 1 and repair crit locked behind vet 3 .
The combat package (45 munition) would add 2 extra StGs , smoke and stun grenades and a sprint ability locked behind vet 3 .
I think this will cancel the huge impact OKW sturmpios have on early game and allow them to have more determined role in the game rather than just being a generalist unit .
What are ur thoughts on this ?
Cheers!!
Posts: 1094 | Subs: 20
Posts: 3103 | Subs: 1
...though they have scaling problems and I would indeed like some sort of upgrade for them to alleviate that. But not with early-game nerfs.
Posts: 341
SPs are entirely balanced early-game. 300 MP would be far too much for just two StGs.
...though they have scaling problems and I would indeed like some sort of upgrade for them to alleviate that. But not with early-game nerfs.
u start off with that unit, means u won't be spending 300 MP , the way i see it u'd be spending 45 muni to get an early terminator squad , therby delaying shreks a bit more , or spending 30 muni if u feel like starting with a kubel or skip tier 1 .
Anw since both u and luvnest seem to share the same though , i'm kinda sold already that this idea blows XD
Cheers!
Posts: 1891
I'd say that the Sturmpios are the only unit which is working as intended in OKW tech. There are other units which need a redesign *cough* Volks.
Posts: 3103 | Subs: 1
u start off with that unit, means u won't be spending 300 MP , the way i see it u'd be spending 45 muni to get an early terminator squad , therby delaying shreks a bit more , or spending 30 muni if u feel like starting with a kubel or skip tier 1 .
I'm actually not sure if I can refute that point since all factions used to start with the same amount of manpower with their starting unit subtracted but then they changed Wehrmacht's and I think they aren't all anymore.
And I'm hardly an excellent authority, but I'm still pretty sure SPs' early-game is fine. Relic already buffed their survivability at the cost of DPS to reduce when they really were a tad cheesy.
Posts: 230
Permanently BannedPosts: 341
I havent seen a sturmpios OP post since okw release. Conscripts, rifles, and sections win against sturms even at mid range. L2P issue really.
I never said they were op or gamebreaking, the whole point is to adress their scaling.
U either go for dedicated engies or dedicated combat troops .
Posts: 230
Permanently Banned
I never said they were op or gamebreaking, the whole point is to adress their scaling.
U either go for dedicated engies or dedicated combat troops .
"I think this will cancel the huge impact OKW sturmpios have on early game and allow them to have more determined role in the game rather than just being a generalist unit ."
So a nerf. Therefore in your opinion Overperforming. How about pgren stgs for the upgrade. If you are going to chop up sturms?
Posts: 1248
Posts: 1891
"I think this will cancel the huge impact OKW sturmpios have on early game and allow them to have more determined role in the game rather than just being a generalist unit ."
So a nerf. Therefore in your opinion Overperforming. How about pgren stgs for the upgrade. If you are going to chop up sturms?
"More determined role" is equal to a buff when you look at okw roster
Posts: 230
Permanently Banned
"More determined role" is equal to a buff when you look at okw roster
Not really a buff. Unless The combat package were to give pgren stgs to make up for the large firepower nerf in the early game. I only see this as a big nerf to okw early game. A sturmpio squad, despite hardly doing any mid range damage is essential for okw in the first 5 minutes. You can't just do without it.
Posts: 8154 | Subs: 2
I'd say that the Sturmpios are the only unit which is working as intended in OKW tech. There are other units which need a redesign *cough* Volks.
Posts: 154
I'd say that the Sturmpios are the only unit which is working as intended in OKW tech. There are other units which need a redesign *cough* Volks.
Posts: 1891
Not really a buff. Unless The combat package were to give pgren stgs to make up for the large firepower nerf in the early game. I only see this as a big nerf to okw early game. A sturmpio squad, despite hardly doing any mid range damage is essential for okw in the first 5 minutes. You can't just do without it.
I see what you mean but imo smoke and stun nades for 45 munis would be extremely useful for countering Maxim spam that plagues okw currently. This utility increase is worth sacrificing dps for the first 3 minutes imo, especially when you can still use spios and the Kubel to harass while volks dig in and defend.
I'm against the ops idea though, but I don't think it's a flat nerf unless you highly value the 4 MP44s early game. (Rightly so.)
(Not that it matters, but imo volks should get mp44s no upgrade, lose shrek and get minesweeping/healing field craft upgrade for 60 munis, and then get price increase. Then spios can be a long range kar98k elite engineer squad that can upgrade to double shrek.)
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