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Sturmpio, "define its role" OKW infantry revamp

6 Jul 2019, 12:00 PM
#21
avatar of Balanced_Gamer

Posts: 783

You can't buff sturmpios, they have too much utility, which makes them worth it under all circumstances!


No, they have so much much shitty utility except repair kit only.

Why?

Their barbed wire is useless, takes long and only against lights and inf.

Rear echelons have tank traps which are far more effective since it also provides cover and is way faster to build. Blocks every unit available in game!

Even normal barbed wire is far better than that since it is faster and covers better ground.



Mines for OKW are ineffective since ammo is better used for other things. If I talk about SU, their mines are effectivne due to the fact they have enough means to use it. OKW on the contrary has no particular means to place as much mines due to their heavy ammo requirements.

Combat effectivness is meager. Other engineers does better overall later on, especially when they can acquire far better equipment.

AT Pzshrek 70 ammo is the shittiest package available.

Other factions have availability to AT equipment far better than OKW has at all.


Sturmpio sucks in AT, AI (combat overall) and building defensive which it also sucks at. All it can do overall is repair. So much for having too much utility. They simply can not do much up to anything at all. On top not being able to vet nicely makes them all the more shit. Nothing good about this unit. I would pick any other engineer available any other day.

There is really no point in getting this unit other than repairing.

Nerf combat role of Sturmpio and buff in other areas. Make it a better suited engineer than a failed designed combat unit. It is useless currently in support and combat. Other engineers obviously does better in both areas since they have way better access to utility.

It is too much useless utility Sturmpio has.:hansRNG:
6 Jul 2019, 13:11 PM
#22
avatar of blvckdream

Posts: 2458 | Subs: 1

And then you wake up from this confused dream and Sturmpioneers are the best engineer unit in Coh2. And priced at 300MP because of it.
6 Jul 2019, 13:15 PM
#23
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

Mines for OKW are ineffective since ammo is better used for other things. If I talk about SU, their mines are effectivne due to the fact they have enough means to use it. OKW on the contrary has no particular means to place as much mines due to their heavy ammo requirements.


Combat effectivness is meager. Other engineers does better overall later on, especially when they can acquire far better equipment.


Nerf combat role of Sturmpio and buff in other areas. Make it a better suited engineer than a failed designed combat unit. It is useless currently in support and combat. Other engineers obviously does better in both areas since they have way better access to utility.


Am I the only one who thinks this guy needs help?
6 Jul 2019, 13:36 PM
#24
avatar of blvckdream

Posts: 2458 | Subs: 1


Am I the only one who thinks this guy needs help?


At least he is polite and not toxic. But yes, his opinions about OKW are pretty much based on his own fantasy.
6 Jul 2019, 16:14 PM
#25
avatar of Balanced_Gamer

Posts: 783

The point is, what roles can it take other than just repairing.

I clearly stated the other options available are just not viable.

If it were the best.

Why is the AT not being used or even barbed wire.


The only thing it can properly do is mines and repairs.

Combat is only effective early but useless later on as it drops fast due to the fact its vet, does not scale well.

That is the point. What other roles can it properly partake other than repairs and laying mines?

They are not the best if they are simply slightly better in repairs only.
6 Jul 2019, 16:22 PM
#26
avatar of Katitof

Posts: 17914 | Subs: 8

The point is, what roles can it take other than just repairing.

Mine sweeping, mine laying, covering flanks from vehicles or infantry depending on shreck upgrade, medkits pumping and actual DPS contribution to the combat with actual, meaningful and very potent combat scaling.
Too much utility to do anything more.

It does precisely what its supposed to do at cost efficient level.

You need more AI?
Pick AI infantry.
You need more infantry AT?
Pick new pfussies.

Sorry, you can't have most diverse vehicular AT AND very good infantry AT as well.
6 Jul 2019, 16:51 PM
#27
avatar of Balanced_Gamer

Posts: 783


Mine sweeping, mine laying, covering flanks from vehicles or infantry depending on shreck upgrade, medkits pumping and actual DPS contribution to the combat with actual, meaningful and very potent combat scaling.
Too much utility to do anything more.

It does precisely what its supposed to do at cost efficient level.

You need more AI?
Pick AI infantry.
You need more infantry AT?
Pick new pfussies.

Sorry, you can't have most diverse vehicular AT AND very good infantry AT as well.


Yeah, very smart.

So no need for Maxim fix if there is a default problem since doctrines is all you need. You got a spare SU MG (that doctrine MG), so no fix. Katitof thinking. Very smart.

You cant fix a problem by just using doctrines. It is dumb mechanic.

Doctrines should be additions, not fixes to problems!
6 Jul 2019, 16:57 PM
#28
avatar of Katitof

Posts: 17914 | Subs: 8



Yeah, very smart.

So no need for Maxim fix if there is a default problem since doctrines is all you need. You got a spare SU MG (that doctrine MG), so no fix. Katitof thinking. Very smart.

You cant fix a problem by just using doctrines. It is dumb mechanic.

Doctrines should be additions, not fixes to problems!


MGs role is to suppress infantries.
Maxim doesn't do that.

Engineers role is to sweep mines, plant mines, put occasional wire or cut it and repair stuff.
Spios most certainly do all of that very well + shitload of extras.

You want to fix a problem that doesn't exist outside of your head.

Spios are NOT AT squad, but they can supplement puppchens.
Spios are NOT AI specialist or even generalist, but they can supplement volks.
6 Jul 2019, 16:57 PM
#29
avatar of blvckdream

Posts: 2458 | Subs: 1

I really don`t understand what your problem is.

Sturms are already the best engineer unit in COH2. They have more combat ability than any other engineer. They also repair faster than any other engineer. They construct faster than any other engineer. They are the only engineer with a sweeper toggle. They lay mines. They can lay down reinforced barbed wire. They are a source of healing for the entire army by dishing out med kits. What more could you possibly want????
6 Jul 2019, 17:26 PM
#30
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

I really don`t understand what your problem is.

Sturms are already the best engineer unit in COH2. They have more combat ability than any other engineer. They also repair faster than any other engineer. They construct faster than any other engineer. They are the only engineer with a sweeper toggle. They lay mines. They can lay down reinforced barbed wire. They are a source of healing for the entire army by dishing out med kits. What more could you possibly want????

love
7 Jul 2019, 12:47 PM
#31
avatar of Vipper

Posts: 13496 | Subs: 1

I really don`t understand what your problem is.

Sturms are already the best engineer unit in COH2. They have more combat ability than any other engineer.

The claim about there combat ability is rather arbitrary there are many strong engineer type units that have great combat ability like Assault engineers 3-2 LMG heavy sappers and other.



They also repair faster than any other engineer.

5 men Heavy sapper repair faster if I remember correctly.



They construct faster than any other engineer.

5men Heavy sapper built faster if I remember correctly.


They are the only engineer with a sweeper toggle. They lay mines. They can lay down reinforced barbed wire. They are a source of healing for the entire army by dishing out med kits. What more could you possibly want????

SP are very high pop and cost for engineer unit and one could redesign them with lower Pop and DPS.
8 Aug 2019, 10:03 AM
#32
avatar of Balanced_Gamer

Posts: 783

jump backJump back to quoted post7 Jul 2019, 12:47 PMVipper

The claim about there combat ability is rather arbitrary there are many strong engineer type units that have great combat ability like Assault engineers 3-2 LMG heavy sappers and other.



5 men Heavy sapper repair faster if I remember correctly.



5men Heavy sapper built faster if I remember correctly.


SP are very high pop and cost for engineer unit and one could redesign them with lower Pop and DPS.


That is exactly my point.

I think if I am not mistaken. Combat Engineers costs 280 manpower which gives them a huge distinctive advantage. Also, with what else it provides making it an even better combat engineer in contrast to Sturmpio. Their utility is more useful.

Even the Brits Engineer is useful. Its close range DPS is more effective than what Sturmpio can provide as well as when they can get 5 guys. Thus Brits engineers are far more effective as well as what they can provide overall. Brits Engineers costs 240-250 manpower btw. Multiple upgrades meaning more choices and huge areas that it can cover for immense viability for both AT and AI.

Even the WEHR and SU engineers have good utility. Flamethrower which provides far more effective AI than what Sturmpio has to offer in contrast. Also due to the fact that it is effective against blobs and in urban areas. Sturmpio is nor consistent nor accurate to consider it a decent fighting unit. You always have to get very close. Medium range feels rather meager.

Sturmpio would be considered good if only the Pzshrek had something to properly offer which it currrently does not. Vet sucks also which makes it hardly a dependant infantry combatant unit.
8 Aug 2019, 10:22 AM
#33
avatar of Jilet

Posts: 556

Actually it depends on how you use them and what your opponent does.

Lets say you properly engage cover to cover in close range against USF -- It works wonders.
Lets say you try to run USF or UKF of SOV down through an open field -- They suck.

Lets say you insta pick schreck against a clown car in the right time -- It works wonders.
Lets say you insta pick schreck against x3 Penals or x3 Tommies -- They suck.

Lets say you go double sturms against a AssEng spam -- It works wonders.
Lets say you go double sturms against a Conscript spam -- They suck.

Early on they work wonders.
Later on they go down (as needed) against allied infantry upgraded with tons of fuel and munitions.


They are really in the best spot they have ever been.
Maybe lower their pop cap by 1 or 2 but nothing else seriously.
8 Aug 2019, 10:40 AM
#34
avatar of Balanced_Gamer

Posts: 783

jump backJump back to quoted post8 Aug 2019, 10:22 AMJilet
Actually it depends on how you use them and what your opponent does.

Lets say you properly engage cover to cover in close range against USF -- It works wonders.
Lets say you try to run USF or UKF of SOV down through an open field -- They suck.

Lets say you insta pick schreck against a clown car in the right time -- It works wonders.
Lets say you insta pick schreck against x3 Penals or x3 Tommies -- They suck.

Lets say you go double sturms against a AssEng spam -- It works wonders.
Lets say you go double sturms against a Conscript spam -- They suck.

Early on they work wonders.
Later on they go down (as needed) against allied infantry upgraded with tons of fuel and munitions.


They are really in the best spot they have ever been.
Maybe lower their pop cap by 1 or 2 but nothing else seriously.


I do agree on the statement based on its capabilities in certain engagement scenarios, which is truthful.

To say that they are in the best spot. Well, I can not say that is true however. Their 2 major problems are

Pzshrek upgrade -- They suck for 70 ammo
Veterancy -- Meh, but needs improvements.

That is the issue. They can not scale in AI to make them proper. or decide for getting AT at all.
8 Aug 2019, 12:39 PM
#35
avatar of Jilet

Posts: 556


Pzshrek upgrade -- They suck for 70 ammo
Veterancy -- Meh, but needs improvements.


Actually you are quite right about those two.
Cold immunity on panzerschreck is useless since the removal of blizzard so we are paying an overkill pice.60 muni can be good.
And for vet. last day i got a Sturmpioneer with 42 kills one being a clown car yet they only got to vet3. I actually don't remember seeing any vet5 sturmpios. Maybe an adjustment to vet limits can be good.
8 Aug 2019, 22:38 PM
#36
avatar of root47

Posts: 15

Nerf the combat effectiveness,remove the stg,remove Pzshrek,give some utility like flame.
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