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Sturmofficer is boring to use...

1 Aug 2018, 02:30 AM
#1
avatar of Kanjejou

Posts: 54

Its not a bad unit but god is it boring to use...

it doesn't squale its not a good fighting unit... so you just put it in the back and profit... its boring...

why not give it ammunition and cooldown based skill like the artilerie officer(which i would use more if the commander with it were better)...
and give it a veterancy stuff.

give it a better fighting power... and up its cost or pop cap a bit.

what do you think abotu this unit?
1 Aug 2018, 06:09 AM
#2
avatar of Katitof

Posts: 17914 | Subs: 8

It DOES have active skills.

Forced retreat and "infantry mark target".
1 Aug 2018, 06:15 AM
#3
avatar of Sander93

Posts: 3166 | Subs: 6

At the very least it should lose the trait that all nearby squads retreat when the officer is killed. The aura buff is nowhere near strong enough to justify this.
1 Aug 2018, 07:13 AM
#4
avatar of roll0

Posts: 64

Permanently Banned
What are the buffs of mark target and the passive buffs?
1 Aug 2018, 07:47 AM
#5
avatar of adamírcz

Posts: 955

At the very least it should lose the trait that all nearby squads retreat when the officer is killed. The aura buff is nowhere near strong enough to justify this.

Thats a big NO!
It can be compensated by better buffs, assumin he would actually be UP
But removin one of the last few remainin unique and fun to play around mechanics would be a puddingy way of balancin
1 Aug 2018, 07:52 AM
#6
avatar of blvckdream

Posts: 2458 | Subs: 1

Sturmofficer shouldn´t be in the game in the first place. All it does is promote stupid blobbing. If I had any say in this I would remove it and replace it with something else.
1 Aug 2018, 07:55 AM
#7
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post1 Aug 2018, 07:13 AMroll0
What are the buffs of mark target and the passive buffs?


Sturmofficer Focus Fire:
+50% received accuracy to target squad, All nearby squads will prioritize their targeting to the Sturm officer's target.

Sturmofficer Aura:
+10% accuracy, -9% reload time (buff do not apply to Leig if I remember correctly)

Can also force retreat on a single enemy unit.
1 Aug 2018, 08:27 AM
#8
avatar of Sander93

Posts: 3166 | Subs: 6


But removin one of the last few remainin unique and fun to play around mechanics would be a puddingy way of balancin


It might be unique but it's not fun to play with. Focussing down the Sturmoffizier squad first and forcing it to retreat (thus getting rid of the aura) should be enough of a reward. The mass retreat mechanic is just annoying and stupid and is one of the very reasons the unit is barely used. Who on earth would want to risk all his infantry squads retreating when the only gain is a mere 10% accuracy buff? Buffing the aura effects just risks it becoming abusable.

Instead it can be argued that getting rid of the mechanic will actually be good for the game's variety because it will see the unit (and its abilities) used more often.
1 Aug 2018, 08:40 AM
#9
avatar of adamírcz

Posts: 955



It might be unique but it's not fun to play with. Focussing down the Sturmoffizier squad first and forcing it to retreat (thus getting rid of the aura) should be enough of a reward. The mass retreat mechanic is just annoying and stupid and is one of the very reasons the unit is barely used. Who on earth would want to risk all his infantry squads retreating when the only gain is a mere 10% accuracy buff? Buffing the aura effects just risks it becoming abusable.

Instead it can be argued that getting rid of the mechanic will actually be good for the game's variety because it will see the unit (and its abilities) used more often.


1 Aug 2018, 08:50 AM
#10
avatar of Katitof

Posts: 17914 | Subs: 8



It might be unique but it's not fun to play with. Focussing down the Sturmoffizier squad first and forcing it to retreat (thus getting rid of the aura) should be enough of a reward. The mass retreat mechanic is just annoying and stupid and is one of the very reasons the unit is barely used. Who on earth would want to risk all his infantry squads retreating when the only gain is a mere 10% accuracy buff? Buffing the aura effects just risks it becoming abusable.

Instead it can be argued that getting rid of the mechanic will actually be good for the game's variety because it will see the unit (and its abilities) used more often.


If your sturmofficer is in place, where opposing infantry can just focus him down, then you've failed with positioning.

It should never be anywhere close to be in range of opposing small arms, only exception is the time he uses abilities, at all other time he should be slightly behind.

And the buff is powerful enough to justify retreat on kill.
Its ultimate infantry blob gimmick, permanent and always on.

With 2 extra squads, you have over 20% extra dps, with 3, over 30%.
1 Aug 2018, 09:25 AM
#11
avatar of Sander93

Posts: 3166 | Subs: 6

What? That isn't how percentages work, lol.

And I have no idea how a 10% accuracy buff qualifies as the 'ultimate infantry blob gimmick'.
1 Aug 2018, 09:37 AM
#12
avatar of Strummingbird
Honorary Member Badge

Posts: 952 | Subs: 1

if the sturm officer is out of focus fire range (ie not contributing directly with small arms) then you start the fight at 55% combat strength (one squad, with 10% buff from officer ) vs 100% (two squads, equivalent to the cost of officer + squad).

two squads + officer vs three squads:
110% vs 150%

3+1 vs 4 squads
165 vs 200

4+1 vs 5 squads
220 vs 250


it takes an absurd number of squads to equalize if the officer doesnt participate in the fighting himself
You can get around the forced retreat, however, by sticking the officer in a garrison, or just running around the sides with forced retreat on lone squads. The high muni cost of the doc doesn't support this playstyle though.

finally, the +50% acc I suspect isnt a flat 50% bonus to damage output because iirc OKW units have high acc/ low damage. So adding more accuracy when its above 50% just leads to diminishing returns (if acc is 60%, you only gain 40; if it's 70% you gain less so on so forth)
1 Aug 2018, 10:54 AM
#13
avatar of Vipper

Posts: 13496 | Subs: 1

The unit should be able to vet.

Imo it would a better design if passive auras provided only minor buffs, that could scale with veterancy, and these units has a second ability that needed to be activated.

That would help balancing these units better since one would have extra tools to do so.
1 Aug 2018, 10:59 AM
#14
avatar of adamírcz

Posts: 955

One thing im sure of- these aura things would be much better if the unit would only be able to apply it to one squad, but the bonuses would be really huge. This just begs for blobbin, as someone already said
1 Aug 2018, 13:29 PM
#15
avatar of Kanjejou

Posts: 54

One thing im sure of- these aura things would be much better if the unit would only be able to apply it to one squad, but the bonuses would be really huge. This just begs for blobbin, as someone already said


Yeah it being more interactive and overall more interesting if you could put him to the front and if he brougth more skill and not just a 'kill this stuff' and 'you retreat' who are literaly 2 anti unit skill which the OKW is already overloaded with thx to its unit effectiveness.

give him a smoke skill maybe? And remove the passiv aura...its boring

Ost with activable aura is okay because ost isnt blob friendly.(unit reinforcement is costly and unit are only 4 model thus cant rush frontaly).

But OKW is not only blob friendly but blob is not very far from being the strategy.

maybe replace as asked before for a single target buff call it imperativ order 80%recieved accuracy+20accuracy -20%reload and speed up for 10 sec, or make it a skill refresher i don't know(but only on infatery because double stuka barrage would be quite OP.
1 Aug 2018, 14:51 PM
#16
avatar of Mittens
Donator 11

Posts: 1276

Sturmofficer shouldn´t be in the game in the first place. All it does is promote stupid blobbing. If I had any say in this I would remove it and replace it with something else.


This
1 Aug 2018, 17:24 PM
#17
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Disclaimer: any value mention is just to give a general concept.

-Remove passive aura.
-Remove passive AoE retreat trigger on officer killed.
-The unit is now able to gain vet and get's new different abilities.
-Replaced focus fire (due to what Strummingbird basically said)


-Sturmofficer is now a 1 CP 3 model squad (1 officer + 2 Ober model). Mp to call in is reduced accordingly. Size changed to 0.7 (same as Obers).
-At vet 0, it get's a free muni 20s duration/60s CD ability which "supervises" a single unit increasing it's performance. +20% Acc, -20% Reload & Cooldown reduction. Ability can be used on support weapons (therefore the reload/cd components) but not on vehicles.
-Focus fire replaced by an offmap smoke barrage. I think it would work better to "breakthrough".
-Force retreat remains the same.

Abilities are disabled and buffs stops, the moment the officer is killed.

-At vet 1 it gains another model increasing the account to 4.
-At vet 2 it gains "sector assault". X muni cost/cd. The officer selects a strategic point to attack. While owned infantry units fight inside it, they gain X offensive buffs. Capping or making the officer leave the area, stops the buffs. Killing the officer makes all nearby units to retreat.
Alternative: it's the "supervise" buff in an aura and if the officer get's killed, nearby units retreat.
-At vet 3 gains another model for 5 total. Small +20% accuracy, -20% cd reduction.
-At vet 4, passive health regen.
-At vet 5, passive sprint.

Optional: vet 0 supervise could be toned down and improve with vet. Better stats, AoE, etc. I tried to keep the retreat on officer killed but as an optional "high risk/reward" option with counterplay.
1 Aug 2018, 17:29 PM
#18
avatar of Sander93

Posts: 3166 | Subs: 6

I like that concept a lot. Veterancy gain based on near units' XP?
1 Aug 2018, 17:41 PM
#19
avatar of Kanjejou

Posts: 54

-Very interesting but since its an elite unit maybe make it a bit durable after vet1... because if it have a classic infantery stats+low body count its going to drop dead everytime and be useless...

-if the squad is so small give it stg44 obersoldaten...makign it able to super at ecery range like a true elite unit(you only get one).

-but i would prefer a 4-5 man squad with basic kar98/mp40/one mg

-the assault sector skill...im not a big fan of it, it give it back its weakness and promote massiv blobing again...
1 Aug 2018, 17:53 PM
#20
avatar of Katitof

Posts: 17914 | Subs: 8

Very interesting but since its an elite unit maybe make it a bit durable after vet1... because if it have a classic infantery stats+low body count its going to drop dead everytime and be useless...

if the squad is so small give it stg44 obersoldaten...makign it able to super at ecery range like a true elite unit(you only get one).

but i would prefer a 4-5 man squad with basic kar98/mp40/one mg

the assault sector skill...im not a big fan of it, it giev it back its weakness and promote massiv blobing again...


Its a support unit and should remain a support unit.

If you want to have obersoldaten on crack, just get obersoldaten, given them IR STGs and get them to vet2.
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