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russian armor

move stug to tier 2.5?

24 Aug 2016, 00:25 AM
#1
avatar of Firesparks

Posts: 1930

tier 2.5 meaning that the stug G is produced in the t2 building (aka Leichte Mechanized Kompanie), but locked until you get the tier 3 research (aka battle phase two).

the problem with USF stuart and Soviet t70 is not going away until the wehr get a light armor of its own. Right now the wehr compensate by using the puma and stug E in 1v1, but they desperately need an actual light tank early on.

One solution is moving the Stug E, puma, or a new unit(pak40 ht, etc) into the tech tree, but another solution would be moving one of the wehr's current's medium armor into an earlier tier.

The stug G would be the easiest unit to move, since it's a dedicated anti-tank unit. It wouldn't really function as a shock unit since the stug can't really fight infantry. The soviet already get the su-76 in the same building as the t70, and the stug would provide similar function as the su 76.
24 Aug 2016, 00:42 AM
#2
avatar of Ulfrik_Stormcloak

Posts: 16

Add Panzer III.
24 Aug 2016, 00:46 AM
#3
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

I summon thy Tobis here!
24 Aug 2016, 00:57 AM
#4
avatar of steffenbk1

Posts: 139

Add Panzer III.

+1
24 Aug 2016, 01:05 AM
#5
avatar of Firesparks

Posts: 1930

Add Panzer III.


+1


if relic was willing to add an entirely new asset to the tech tree for free, there would be no problem.

the point of moving the stug g early was to give the wehr an early armor without needing new model, skin, animation, etc.
24 Aug 2016, 01:11 AM
#6
avatar of steffenbk1

Posts: 139




if relic was willing to add an entirely new asset to the tech tree for free, there would be no problem.

the point of moving the stug g early was to give the wehr an early armor without needing new model, skin, animation, etc.


ofc they will never add it, just sounded fun. But ostheer truly need earlier armour to counter the fast stuart, t70 and brit scout car
aaa
24 Aug 2016, 02:19 AM
#7
avatar of aaa

Posts: 1487

OH dont pay anything for their unit unlock aleready. Move 222 and 251 to tier 2.5.

To hardcounter t70 OH need 1 222 and 1 mg.
24 Aug 2016, 02:48 AM
#8
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

tier 2.5 meaning that the stug G is produced in the t2 building (aka Leichte Mechanized Kompanie), but locked until you get the tier 3 research (aka battle phase two).

the problem with USF stuart and Soviet t70 is not going away until the wehr get a light armor of its own. Right now the wehr compensate by using the puma and stug E in 1v1, but they desperately need an actual light tank early on.

One solution is moving the Stug E, puma, or a new unit(pak40 ht, etc) into the tech tree, but another solution would be moving one of the wehr's current's medium armor into an earlier tier.

The stug G would be the easiest unit to move, since it's a dedicated anti-tank unit. It wouldn't really function as a shock unit since the stug can't really fight infantry. The soviet already get the su-76 in the same building as the t70, and the stug would provide similar function as the su 76.
.

222 for cost, soft counters T70 pretty well. If only the MG work...

This leaves us with the Stuart. While it has been meta before, the changes to 222 made LT mostly a dead or stopgap tier to counter snipers. Combined with OKW changes, it made Cpt even more of a safe choice.
Your suggestion feels like a bandaid for the CURRENT meta.

On an hypothetical world where i can make changes with 1 button to see if it's feasible:
-Reduce fuel cost of LT, Cpt and Major
-Remove Bar from LT, add some ability (rather than been a pseudo Rifleman) and let it buy the Bar (as the cpt zook).
-Limit unit production requiring an upgrade to unlock light vehicles and in the case of the Major, medium tanks.
-Require the Stuart to have LT unlocked but not LT vehicles tech.

Total tech cost should remain the same. USF would get access easier to support weapons, Stuart would see it's rush delayed due to extra LT requirement and the Scott could see some action.
24 Aug 2016, 03:27 AM
#9
avatar of VindicareX
Patrion 14

Posts: 312

Or, nerf units that are clearly over performing rather than messing with units that don't need messing.
24 Aug 2016, 04:16 AM
#10
avatar of Firesparks

Posts: 1930

.

222 for cost, soft counters T70 pretty well. If only the MG work...

This leaves us with the Stuart. While it has been meta before, the changes to 222 made LT mostly a dead or stopgap tier to counter snipers. Combined with OKW changes, it made Cpt even more of a safe choice.
Your suggestion feels like a bandaid for the CURRENT meta.

On an hypothetical world where i can make changes with 1 button to see if it's feasible:
-Reduce fuel cost of LT, Cpt and Major
-Remove Bar from LT, add some ability (rather than been a pseudo Rifleman) and let it buy the Bar (as the cpt zook).
-Limit unit production requiring an upgrade to unlock light vehicles and in the case of the Major, medium tanks.
-Require the Stuart to have LT unlocked but not LT vehicles tech.

Total tech cost should remain the same. USF would get access easier to support weapons, Stuart would see it's rush delayed due to extra LT requirement and the Scott could see some action.


LT (280 mp 25 fuel): m20 (skirt locked), 50cal, 57mm, pack howitzer

captain: stuart, m17 AAHT, m20 armor skirt

remove mortar

the USF can get their support weapon relatively early through the LT with m20 support and either get the captain or skip it entirely.
aaa
24 Aug 2016, 04:22 AM
#11
avatar of aaa

Posts: 1487

oh lights unlock 300/60
su light unlock 525/130

It is obviously broken. Making 222 cost 230.20 as in notes won change anything. You need to make bf1 and t2 1.5 more expensive.
60% of the games i play they dont build t1. You cannot play against this without paid doc.
24 Aug 2016, 04:38 AM
#12
avatar of ZombiFrancis

Posts: 2742



LT (280 mp 25 fuel): m20 (skirt locked), 50cal, 57mm, pack howitzer

captain: stuart, m17 AAHT, m20 armor skirt

remove mortar

the USF can get their support weapon relatively early through the LT with m20 support and either get the captain or skip it entirely.


Instead of having 2 versions of the m20, the captain could just have the M20 and M17 AAHT, with the Stuart unlocking when either the LT or Major is called in.

The LT could have the MG and mortar, with the pak howitzer and 57mm unlocking when either the Captain or Major is called in.

LT fuel cost to something in the 20-30 range. Captain cost to 50.

Weapon rack and Grenades could see an increase of 5 or 10 fuel to reflect the lower teching costs.
24 Aug 2016, 04:40 AM
#13
avatar of Firesparks

Posts: 1930



Instead of having 2 versions of the m20, the captain could just have the M20 and M17 AAHT, with the Stuart unlocking when either the LT or Major is called in.

The LT could have the MG and mortar, with the pak howitzer and 57mm unlocking when either the Captain or Major is called in.

LT fuel cost to something in the 20-30 range. Captain cost to 50.

Weapon rack and Grenades could see an increase of 5 or 10 fuel to reflect the lower teching costs.


it's not two version of the m20. You can build the m20 from the LT but will need to wait until the captain/major to build the skirt.

and the 222 would probably get the 20mm lock behind an upgrade again.
24 Aug 2016, 04:44 AM
#14
avatar of ZombiFrancis

Posts: 2742

I see, although it would really put a lot onto LT tier. The M20 really needs those armor skirts, which would really relegate them to when both LT and Captain are out. As a result, the Stuart becomes the clear superior and efficient choice.

As an aside, giving only the Captain and Lieutenant (cheaper) smoke grenades would be interesting.

Grenade upgrade could be increased to 40 fuel and AT nades instead of smoke grenades come on rifles. It'd open up something better/more interesting for Vet 1 of rifles.
24 Aug 2016, 05:06 AM
#15
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6

Just nerf light vehicles so Shreks and Paks actually work.
24 Aug 2016, 05:11 AM
#16
avatar of Firesparks

Posts: 1930

Just nerf light vehicles so Shreks and Paks actually work.


I can see the stuart being too cheap, but I don't see stuart being too powerful.

Wehr is the only faction without a proper light armor of their own. British, okw, sov, and the USF all get their own light tank and they are kind of balanced toward each other. Nerfing the stuart and t70 to accommodate the current wehr would likely ruin the units.
24 Aug 2016, 06:56 AM
#17
avatar of Ulaire Minya

Posts: 372

All they need to do is to replace the 222 with the 234 like coh1.
Need ai? Keep it as is.
Need light AT? Fork over the muni for the upgrade. Easy and simple. Sure, it ruins mobile defense, but let's face it the Puma can be replaced by something else easily. Personally, I'd rather Relic ruin one commander than a whole faction.
24 Aug 2016, 07:27 AM
#18
avatar of Mr.Smith

Posts: 2636 | Subs: 17

The more straightforward to remove the necessity for the Stug is to do what VindicareX indicated.

Moving Stug to 2.5 could be an option only if Ostheer is no longer allowed to skip tiers anymore.

Otherwise, everyone is going to trivially skip T3 and rush T4 for their Brumbarrs:
- The Stug is the star-unit of T3; that's literally the only reason why you want to have T3 up in the end-game (P4? Ostwind? lol)
- The Brumbarr is the star-unit of T4. I don't need to explain to anyone what it does.

Speaking of which, it is now, incidentally, a lot easier to skip tiers as Ostheer.

Before the patch, if you had BP2 researched it used to take:
- 75 fuel to get T3 up
- 150 fuel to get T4 up, if you skipped T3

With the new patch (which reduced the price of the BP upgrades, instead of the buildings themselves), it takes:
- 75 fuel to get T3 up
- 120 fuel to get T4 up if you skip T3

Which means that, currently, it is entirely possible to do this. However, with the current system, skipping T3 means you are going to lose access to Stugs. (and it's not easy to spam Panthers AND Brumbars)
24 Aug 2016, 07:37 AM
#19
avatar of Stug life

Posts: 4474

jump backJump back to quoted post24 Aug 2016, 04:22 AMaaa
oh lights unlock 300/60
su light unlock 525/130

It is obviously broken. Making 222 cost 230.20 as in notes won change anything. You need to make bf1 and t2 1.5 more expensive.
60% of the games i play they dont build t1. You cannot play against this without paid doc.
su light unlock 10 fuel lol
24 Aug 2016, 07:39 AM
#20
avatar of Stug life

Posts: 4474

The more straightforward to remove the necessity for the Stug is to do what VindicareX indicated.

Moving Stug to 2.5 could be an option only if Ostheer is no longer allowed to skip tiers anymore.

Otherwise, everyone is going to trivially skip T3 and rush T4 for their Brumbarrs:
- The Stug is the star-unit of T3; that's literally the only reason why you want to have T3 up in the end-game (P4? Ostwind? lol)
- The Brumbarr is the star-unit of T4. I don't need to explain to anyone what it does.

Speaking of which, it is now, incidentally, a lot easier to skip tiers as Ostheer.

Before the patch, if you had BP2 researched it used to take:
- 75 fuel to get T3 up
- 150 fuel to get T4 up, if you skipped T3

With the new patch (which reduced the price of the BP upgrades, instead of the buildings themselves), it takes:
- 75 fuel to get T3 up
- 120 fuel to get T4 up if you skip T3

Which means that, currently, it is entirely possible to do this. However, with the current system, skipping T3 means you are going to lose access to Stugs. (and it's not easy to spam Panthers AND Brumbars)
you see the problem of a tier if 1 vehicle is moved out and it become useless lol
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