I've noticed this for a while, they do quite a bit of dmg at long range, more than they should considering there other advantages and the fact they are a starting unit.
What adds to it is there super close range dmg as well for some reason they also get super speed? They also seem to have pretty crazy survivabilty right from the start.
2v2 for instance some maps they can beat you to say both houses guarding fuel, or even if you get the house first with engis or RE they can run up from max range maybe lose 1 model, and easily win and force you out of the house, or with there super speed play the ring around the rosey game taking advantage of low window numbers or just the time your inf takes to reset in the house and even beat rifles or scripts easily.
Even the fuel on your side of the map they can normally get there if they rush from the start, make kubel, it fast caps the map, make volks to go take the house from sturms, sturms will likely be able to hold the house because for some reason it feels like okw units take no dmg while in houses.
They need there speed nerfed or something to make it less brain dead okw play so they actually have to be sneak or flank to get sturms in close range instead of just running up to units and yolo ftw or running up to green cover and being able to win at medium range-long range. Okw has no disadvantages anymore in any part of the game which is why ive been wondering they still have vet5 terminator inf and super heavy tanks that give them a super late game advantage.
sturm pio long range dmg
9 May 2017, 22:08 PM
#21
Posts: 728
9 May 2017, 22:35 PM
#22
1
Posts: 2307 | Subs: 4
snip
They have the same speed as every other infantry squad in the game. The only difference is that they don't get slowed down by heavy snow (and maybe water?). Their target size is also .87, compared to .80 for tommies and .91 for grens.
10 May 2017, 21:49 PM
#23
Posts: 315
They have the same speed as every other infantry squad in the game. The only difference is that they don't get slowed down by heavy snow (and maybe water?). Their target size is also .87, compared to .80 for tommies and .91 for grens.
I never understood why that have no movement penalty. Why don't they slow down for snow, mud and water like every other unit? It's the most powerful starting unit in the game that owns whatever cap point OKW wants early game. Especially when OKW has the cap-wagon with long range punch. With SPs short range DPS, you especially need to time to work them as they close range.
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