Well, it gets up to 500 for axis units and they have multiple of them.
Also, you're well aware that heavies will end up on tech sooner then later, so its kind of pointless to buff stug to deal with a unit its not supposed to, because there is a problem that is going to be solved soon.
525, actually.
IS-2's like "hey look at my sweet armour stat that screws up the tank destroyer balance" and the Jagdtiger's like "hold my beer".
I think all these armour values are dumb. OKW is by far the worst offender.
Tying heavies to tech will end heavy stalls, but high armour remains a problem for balancing tank destroyers.
Especially casemates.
This is just wrong. If you consider price, tech and timing you will realise Stugs do well vs Churchills + it´s different variants, Pershing, KV1 and KV2. A pair of Stugs is very powerful especially with TWP.
Yes they are not the answer to T70 into IS2 stall tactics but that's the beauty of COH2. Not every unit is right for every situation.
But every unit can always do
something. Even the Panther can go kill some infantry.
The StuG doesn't need to be better than the Panther, but if it's going to be an exclusively AT unit then it shouldn't be deadweight.
That's an idea, actually. You could raise the cost of the pintle back to 60 and double the damage.
That'd give it slightly worse AI than the Panther. By no means good, but actually useful.