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On behave of the Churchill's May Patch

1 Jun 2016, 23:20 PM
#41
avatar of Firesparks

Posts: 1930



TWP for mobile TDs only locks the turret now(not sure how stacking of them works). Its still pretty meaningful as its a guaranteed pen shot on IS-2 front armor anyway.


actually the stug uses a different ability. it completely disable the main gun.

for 15 seconds
2 Jun 2016, 07:47 AM
#42
avatar of Australian Magic

Posts: 4630 | Subs: 2



actually the stug uses a different ability. it completely disable the main gun.

for 15 seconds


Not OP at all :luvDerp:
2 Jun 2016, 09:31 AM
#43
avatar of SUCKmyCLOCK

Posts: 207



actually the stug uses a different ability. it completely disable the main gun.

for 15 seconds


My bad you are correct see below
2 Jun 2016, 10:12 AM
#44
avatar of Stug life

Posts: 4474



actually the stug uses a different ability. it completely disable the main gun.

for 15 seconds
you can still shoot just need to move the tank
2 Jun 2016, 11:13 AM
#45
avatar of Mr.Smith

Posts: 2636 | Subs: 17



actually the stug uses a different ability. it completely disable the main gun.

for 15 seconds


LOL. Now, that's something I didn't know :D

I knew that the ability was a bit OP, since it deals full damage (for the Stug-E that's double damage), unlike other disabling abilities. I usually attributed the inability to fire back due to elevation etc. Nope!

Brb, gotta buy the Mechanized Assault commander.

you can still shoot just need to move the tank




But it actually doesn't................it locks the turret

Play the game, try out the Stugs vet ability and try again


NO U. I actually just tried it, and Firesparks is correct.

It's a completely different critical from the UKF sniper one (which shares the same icon). The gun is completely disabled for 15 seconds. Even if you place your stug directly in front of the enemy gun, you can't be fired upon.

In retrospect, the 4-second stun shot seems like a milder version of this (at least you would need to waste a ton of munitions to chain-stun the enemy; unlike now).
2 Jun 2016, 11:32 AM
#46
avatar of SUCKmyCLOCK

Posts: 207



LOL. Now, that's something I didn't know :D

I knew that the ability was a bit OP, since it deals full damage (for the Stug-E that's double damage), unlike other disabling abilities. I usually attributed the inability to fire back due to elevation etc. Nope!

Brb, gotta buy the Mechanized Assault commander.





NO U. I actually just tried it, and Firesparks is correct.

It's a completely different critical from the UKF sniper one (which shares the same icon). The gun is completely disabled for 15 seconds. Even if you place your stug directly in front of the enemy gun, you can't be fired upon.

In retrospect, the 4-second stun shot seems like a milder version of this (at least you would need to waste a ton of munitions to chain-stun the enemy; unlike now).


Stug III E/G

With the resurgence of Stug use we are looking at changing the way target weak point to prevent chain stunning scenarios which provided a frustrating experience for players.
Target weak point will now disable main gun temporarily no longer causes vehicle stun.

My bad kappa
2 Jun 2016, 11:39 AM
#47
avatar of Katitof

Posts: 17914 | Subs: 8

So we have an empty claim from 2 hardcore fanboys vs someone who went into the game and tested this.

I do wonder who is correct here, boy oh boy.

Now, lets see what actual patch notes say about this?

With the resurgence of Stug use we are looking at changing the way target weak point to prevent chain stunning scenarios which provided a frustrating experience for players.
Target weak point will now disable main gun temporarily no longer causes vehicle stun.


Not block the turret, disable main gun.

Suck up your bias fanboys, you're fighting reality too hard recently.
2 Jun 2016, 11:41 AM
#48
avatar of Mr.Smith

Posts: 2636 | Subs: 17



Except its not..................... check again kappa


5 minutes ago, I checked with a Stug hugging a Churchill directly. The Churchill could not fire a single shot back. I also did 5 repetitions. I also checked with the UKF sniper. In all repetitions:
- The Churchill could not fire back with the Stug stunshot
- The Churchill could fire back when affected by the UKF sniper.

What did you check your statement it with, and when?



Stug III E/G

With the resurgence of Stug use we are looking at changing the way target weak point to prevent chain stunning scenarios which provided a frustrating experience for players.
Target weak point will now disable main gun temporarily no longer causes vehicle stun.

My bad kappa


That's EXACTLY what Firesparks claims that the Stug does. It DISABLES the main (not the turret) temporarily. For 15 seconds the target can't fire its gun.
2 Jun 2016, 11:42 AM
#49
avatar of SUCKmyCLOCK

Posts: 207



5 minutes ago, I checked with a Stug hugging a Churchill directly. The Churchill could not fire a single shot back. I also did 5 repetitions. I also checked with the UKF sniper. In all repetitions:
- The Churchill could not fire back with the Stug stunshot
- The Churchill could fire back when affected by the UKF sniper.

What did you check your statement it with, and when?


See above Jimmy Grimble
2 Jun 2016, 11:44 AM
#50
avatar of SUCKmyCLOCK

Posts: 207

So we have an empty claim from 2 hardcore fanboys vs someone who went into the game and tested this.

I do wonder who is correct here, boy oh boy.

Now, lets see what actual patch notes say about this?



Not block the turret, disable main gun.

Suck up your bias fanboys, you're fighting reality too hard recently.


Best of luck with your forum crusade little man............
2 Jun 2016, 11:45 AM
#51
avatar of Katitof

Posts: 17914 | Subs: 8

Its doing fine, plenty of fanboys who were detatched from reality and stats already fallen in the past, thanks for concern. :romeoMug:
2 Jun 2016, 11:47 AM
#52
avatar of SUCKmyCLOCK

Posts: 207

Its doing fine, plenty of fanboys who were detatched from reality and stats already fallen in the past, thanks for concern. :romeoMug:


Couldn't agree more.....................kappa

*FYI its detached



TWP for mobile TDs only locks the turret now(not sure how stacking of them works). Its still pretty meaningful as its a guaranteed pen shot on IS-2 front armor anyway.

2 Jun 2016, 12:06 PM
#53
avatar of Katitof

Posts: 17914 | Subs: 8

Touche :romeoHairDay:
Though I didn't mentioned StuG specifically, this means we still have turret lock only puma :snfPeter:
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