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Fix OKW Sturm Offizier

2 Jun 2019, 06:49 AM
#1
avatar of NaOCl

Posts: 378

Sturm Offizier is a dumb unit, both to use and play against.

1) Can't get vet
2) Promotes blobbing
3) Not fun to use
4) Stale to play against

Rework it or replace it please, it's been like this for years.
2 Jun 2019, 10:44 AM
#2
avatar of dasheepeh

Posts: 2115 | Subs: 1

don't forget the massive annoyance that nearby owned inf units retreat once the officer model dies
2 Jun 2019, 15:02 PM
#3
avatar of WAAAGH2000

Posts: 731

Balance team forgot many unit……
2 Jun 2019, 15:24 PM
#4
avatar of aerafield

Posts: 3032 | Subs: 3

don't forget the massive annoyance that nearby owned inf units retreat once the officer model dies


I have seen this mechanic bugging out countless times already. The officer died yet the surrounding blob didnt retreat
2 Jun 2019, 19:03 PM
#5
avatar of Enkidu

Posts: 351

+1. Sturm Offizier needs an update like most of the other officers got. The friendly force retreat on officer model death feels so out of place now (along with the buff aura). Buff his squad size, give him another ability like a smoke barrage or recon, get rid of the aura and friendly retreat non sense and call it a day.
3 Jun 2019, 02:33 AM
#6
avatar of distrofio

Posts: 2358

Make all officer units force a retreat to nearby units, OH and allied ones.

*watches the forums burning down
/s
First real storm offizier is a good concept but badly implemented. A rework to make it an elite squad or an utility squad rather an aura giving one could be feasable
3 Jun 2019, 03:00 AM
#7
avatar of RoastinGhost

Posts: 416 | Subs: 1

I think the Commissar approach to officer abilities is perfect. The current aura could be changed to an ability that improves cooldown and reload (which would work well with the new Panzerfusiliers).

I'm mostly against auras, except I think an enemy-debuffing aura would be interesting. The decision-making and counterplay for an ability like that would be much more nuanced.
3 Jun 2019, 04:59 AM
#8
avatar of tightrope
Senior Caster Badge
Patrion 39

Posts: 1194 | Subs: 29

Balance team forgot many unit……


Not true it is already on a list of things to change next patch. You have to remember the "scope" we work under.
3 Jun 2019, 06:26 AM
#9
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

If I recall, the initial draft, if the Sturm Offizer were to ever bee allowed to be changed is this:

Sturm Offizer

-Target size from 1 to 0.91
-Aura removed
-Retreat on Offizer model death removed.
-Veterancy 1: Reduces ability cost by 10 munitions.
-Veterancy 2: Increases squad size to 5, +40% accuracy
-Veterancy 3: -29% Received Accuracy, +10 to ability range.
-Veterancy 4: Offizer switches to an StG 44 from his pistol.
-Veterancy 5: Self-healing

His main focus is a combat officer thanks to Ober rifles versus the others who are a little more supportive or lack his initial firepower. He still has two very strong abilities.

Of course it all means nothing if he's not allowed to be changed.
3 Jun 2019, 10:23 AM
#10
avatar of Stark

Posts: 626 | Subs: 1

If I recall, the initial draft, if the Sturm Offizer were to ever bee allowed to be changed is this:

Sturm Offizer
-Target size from 1 to 0.91
-Aura removed
-Retreat on Offizer model death removed.
-Veterancy 1: Reduces ability cost by 10 munitions.
-Veterancy 2: Increases squad size to 5, +40% accuracy
-Veterancy 3: -29% Received Accuracy, +10 to ability range.
-Veterancy 4: Offizer switches to an StG 44 from his pistol.
-Veterancy 5: Self-healing

His main focus is a combat officer thanks to Ober rifles versus the others who are a little more supportive or lack his initial firepower. He still has two very strong abilities.

Of course it all means nothing if he's not allowed to be changed.

I really like those. It could finally make unit more usefull.

I also think that SturmOffizer has quite high reinforce cost and time.
3 Jun 2019, 10:38 AM
#11
avatar of Smartie

Posts: 857 | Subs: 2



Not true it is already on a list of things to change next patch. You have to remember the "scope" we work under.


VERY GOOD to know. I really hope you get the "ok" from Andy to change this unit (and Sector Arty too pls)
3 Jun 2019, 14:29 PM
#12
avatar of NaOCl

Posts: 378

If I recall, the initial draft, if the Sturm Offizer were to ever bee allowed to be changed is this:

Sturm Offizer

-Target size from 1 to 0.91
-Aura removed
-Retreat on Offizer model death removed.
-Veterancy 1: Reduces ability cost by 10 munitions.
-Veterancy 2: Increases squad size to 5, +40% accuracy
-Veterancy 3: -29% Received Accuracy, +10 to ability range.
-Veterancy 4: Offizer switches to an StG 44 from his pistol.
-Veterancy 5: Self-healing

His main focus is a combat officer thanks to Ober rifles versus the others who are a little more supportive or lack his initial firepower. He still has two very strong abilities.

Of course it all means nothing if he's not allowed to be changed.


That looks cool, although I think his abilities are pretty boring, even giving him just the standard smoke/stick of other officiators would complement his lead from the front style better, or maybe sprint instead of self healing at vet 5?

Also, make it so that his abilities stack with volks the same as rifleman/US officers.
3 Jun 2019, 15:17 PM
#13
avatar of WingZero

Posts: 1484

If I recall, the initial draft, if the Sturm Offizer were to ever bee allowed to be changed is this:

Sturm Offizer

-Target size from 1 to 0.91
-Aura removed
-Retreat on Offizer model death removed.
-Veterancy 1: Reduces ability cost by 10 munitions.
-Veterancy 2: Increases squad size to 5, +40% accuracy
-Veterancy 3: -29% Received Accuracy, +10 to ability range.
-Veterancy 4: Offizer switches to an StG 44 from his pistol.
-Veterancy 5: Self-healing

His main focus is a combat officer thanks to Ober rifles versus the others who are a little more supportive or lack his initial firepower. He still has two very strong abilities.

Of course it all means nothing if he's not allowed to be changed.


This is amazing and I think it will be worth the price and reinforcement cost if this was implemented!
3 Jun 2019, 16:45 PM
#14
avatar of SkysTheLimit

Posts: 3423 | Subs: 1



Not true it is already on a list of things to change next patch. You have to remember the "scope" we work under.


Is this list available to the general community? Or is nothing official
3 Jun 2019, 17:16 PM
#15
avatar of Jae For Jett
Senior Strategist Badge

Posts: 1002 | Subs: 2



Is this list available to the general community? Or is nothing official

So to explain, all of the new commander patch changes have to be recreated given how the mod and updates work. The changes for that patch have already basically been finalized, and for the past few weeks things were/are being worked on at the Relic side.

This meant that there's been a few weeks of down time for those not involved with the implementation, so in the mean time, we've been brainstorming some stuff we'd like to see in the future, conditions allowing. Not all of these changes are as much of a no brainer as this sturm officer stuff though. The list is about as far from official as it gets, and we're not even decided on what direction we would like to take some stuff to be honest. The bottom line is that at the minimum, I'd imagine we'd want to wait until the new commander patch is released, bug fixed, and rebalanced (a lot of stuff pops up when you have ~20000 people a day play testing, and not 10) before we even think about submitting this list to the community.
3 Jun 2019, 17:20 PM
#16
avatar of SkysTheLimit

Posts: 3423 | Subs: 1


This meant that there's been a few weeks of down time for those not involved with the implementation, so in the mean time, we've been brainstorming some stuff we'd like to see in the future, conditions allowing. Not all of these changes are as much of a no brainer as this sturm officer stuff though. The list is about as far from official as it gets, and we're not even decided on what direction we would like to take some stuff to be honest. The bottom line is that at the minimum, I'd imagine we'd want to wait until the new commander patch is released, bug fixed, and rebalanced (a lot of stuff pops up when you have ~20000 people a day play testing, and not 10) before we even think about submitting this list to the community.


Ah well that makes sense. Just was curious, thanks for the info!
3 Jun 2019, 18:29 PM
#17
avatar of mondeogaming1

Posts: 464

first fix OP brits
3 Jun 2019, 21:14 PM
#18
avatar of GI John 412

Posts: 495 | Subs: 1

@miragefla

+1

Solid outline. Sounds good.
3 Jun 2019, 21:20 PM
#19
avatar of Wreathlit Noël
Donator 11

Posts: 169

If I recall, the initial draft, if the Sturm Offizer were to ever bee allowed to be changed is this:

Sturm Offizer

-Target size from 1 to 0.91
-Aura removed
-Retreat on Offizer model death removed.
-Veterancy 1: Reduces ability cost by 10 munitions.
-Veterancy 2: Increases squad size to 5, +40% accuracy
-Veterancy 3: -29% Received Accuracy, +10 to ability range.
-Veterancy 4: Offizer switches to an StG 44 from his pistol.
-Veterancy 5: Self-healing

His main focus is a combat officer thanks to Ober rifles versus the others who are a little more supportive or lack his initial firepower. He still has two very strong abilities.

Of course it all means nothing if he's not allowed to be changed.


These changes would be amazing. I would use him a lot more often as something like this
3 Jun 2019, 21:24 PM
#20
avatar of RoastinGhost

Posts: 416 | Subs: 1

If I recall, the initial draft, if the Sturm Offizer were to ever bee allowed to be changed is this:


That looks very nice! I understand that it's an initial draft that may not be implemented, but I would like to offer the feedback that vet 2 is way too powerful, giving the squad something like 80% more dps and 25% more health. On the other hand, vet 4 (assuming sturmpioneer stg) only provides 22% more dps for the squad at close and mid range.

So, I would replace the extra man with -20% RA, and add 25% cooldown to vet 4 (or vice versa, if vet 2 is still too good). This way, the squad would scale more smoothly and bleed less.
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