Sturmtiger in next patch
Posts: 13496 | Subs: 1
Is an over-the-top infantry killer. Has no business killing medium tanks too:
- Damage from 640 to 560
- Removed vehicle criticals
- Mutually-exclusive with KT (Abandon removed to avoid abuse)
(Sure, fuel price should go up, but that's lower priority than the stuff that makes Sturmtiger completely broken)"
Mr.Smith
---------------
My suggestion for the Sturmtiger would be to become better at it's real life role. It should become a counter to emplacements/buildings. Since emplacement are problematic having units and abilities good at countering them could help with the issue. These could include Sturmtiger, stuka, and brumbar.
So my suggestion would:
Reduce damage even more 480 but add damage vs emplacement/buildings similar to avre. One could even make it ignore some of the damage reduction of brace.
Replace the abandon mechanism with mechanism that increase reload time is the unit come under fire during reload.
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Posts: 1273
https://www.coh2.org/topic/61106/teamgame-dominant-meta/page/26
Posts: 1124
The following week: puma OP
The week after that: mg42 OP
See I can do it too
Posts: 721
if you want to reduce damage to 640 to 580 and remove crit
then remove abandon mechanic let reload on move and decrease reload time by 10 seconds
Posts: 1216
I'd not even consider the idea if you buffed it, let alone multiple nerfs.
We already have Walking Stuka to deal with emplacements. Sturmtiger just gets shoehorned into absolute must or absolute trash compared with KT. At least now, players can screw up choosing one before the other, or worse bring in both.
Posts: 1124
Such as emplacements aka brace, and calliope
I maybe once MAYBE once used a ST for an emplacement.
Stuka on emplacements. Well refer back to brace and self healing.
Both can even further be useless if the sim city commander is picked.
Posts: 721
a t70 panzer 2 or sherman with he rounds are better at killing infy then sturmtiger...in the given amount of time also the whole attraction of sturmtiger is to line up shots and is hard to predict,its a very high risk and reward unit..there is not 2 ways about it sturmtiger is fine as it is if anything replace the pathetic grenade at vet 1 with smoke,they are more units that can be considered if they are balanced or not...sturmtiger is bottom on the list to balance
Posts: 13496 | Subs: 1
There are bigger issues right now
Such as emplacements aka brace, and calliope
I maybe once MAYBE once used a ST for an emplacement.
Stuka on emplacements. Well refer back to brace and self healing.
Both can even further be useless if the sim city commander is picked.
Did you actually read my suggestions? If these units/abilities become better vs emplacement/brace one can keep them useful while nerfing their damage vs other targets.
Posts: 2066
Di you actually read my suggestions? If these units/abilities become better vs emplacement/brace one can keep them useful while nerfing their damage vs other targets.
So basically only useful vs emplacements? Nobody every going to buy it ever again.
Posts: 13496 | Subs: 1
So basically only useful vs emplacements? Nobody every going to buy it ever again.
If in your opinion a weapon that does 480 is not useful then do not use it, but then again AVRE is used.
Units should bring different things on the table and not depend on lots of damage to be attractive.
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Posts: 2243
it vet so slow...is a high risk commander with crap oter possibilitys...its a trollgun...very easy to dodge and counter.
if a player manage it to play op with...he deserved it. look to the brit players..which nned no skill to ppush one button and let the planes / arti do a brain-afk job
ST need skill...and the player shouldget a price for skill...
brits commander buttons need no skill...and get one of the biggest prices in this game...yeah
Posts: 1304 | Subs: 13
lets get serious....how long and which huge skill do u need to use the sturmtiger in a OP way??
it vet so slow...is a high risk commander with crap oter possibilitys...its a trollgun...very easy to dodge and counter.
if a player manage it to play op with...he deserved it. look to the brit players..which nned no skill to ppush one button and let the planes / arti do a brain-afk job
Hide behind a shot blocker and nuke everyone?
The vehicle does need tuning due to the fact it can OHK practically anything outside LOS (35) and pierces through shotblockers and crits vehicles for no reason.
Posts: 2243
Hide behind a shot blocker and nuke everyone?
maybe dont blobb ur units? recon? a fast push after he shoot?
maybe play smart&clever and not drunk&dumb?
Posts: 2243
it is far away from Op and not much use like the LM commander or lend and lease.
Posts: 1304 | Subs: 13
maybe dont blobb ur units? recon? a fast push after he shoot?
maybe play smart&clever and not drunk&dumb?
Tell me what recon unit can see through shotblockers at range 45?
Posts: 2243
Posts: 13496 | Subs: 1
Unit like that are difficult to balance and rather frustrating to use or face. The unit should perform more consistently.
Giving it role as more dedicated counter to fortification will help the unit become more consistent.
Posts: 711
allies have very much air recons in their abilitys. I think you know that.
And this can acquit OP ST? Then why ISU-152 got different shells and removed ability to focus sight? if axis have best AT in game (shrecks, paks, elefants, jagtigers, KT and so on)? Maybe because old ISU-152 wiped all AT squads from another side of map with laser accuracy?
ST no need high level skill, after some practicing you could wiped units witl little efforts. Just use one squad to bite and shoot enemy. You can't see ST in fog of war (or you need choice RIGHT doctrine against only ST). Just shoot in maximum range and AOE will do everything for you, if you shoot to tanks, enemy can't retreat, and infantry have very little time to react on rocket.
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