sturm officer
Posts: 4474
New Unit: Commissar Squad
We have added a powerful officer unit to the Soviets. The Commissar serves as a both a potent combatant and support unit.
260 mp
-5 Man Squad: Commissar Officer armed with a pistol and escorted by three Guards Riflemen and a medic wielding Penal SVTs. 0.87 Received Accuracy.
-Cannot crew team weapons or be merged with.
-Requires 2 CPs.
-Stand Your Ground ability: Grants a friendly targeted squad -30% received accuracy and -10% received damage. The squad has reduced movement speed unless told to retreat during its 20 second duration; shares a cooldown with Fight to the Death. 30 second cooldown.
-Fight to the Death ability: Grants a friendly targeted squad +20% weapon accuracy and 0.5 cooldown. Increases received accuracy by 20%; shares a cooldown with Stand Your Ground. 30 second cooldown.
-Propaganda Barrage ability: Deploys 4 fear propaganda shells over the target area. 45 munitions
-Medical Kits ability: Timed ability. Able to heal nearby infantry within 20m radius when out of combat; this matches Infantry Section medical kits. 30 second duration. Medic does not need to be alive to activate this ability.
-RGD-33 Grenade ability: Same grenade used by guards.
-Veterancy 1: Increases squad size by 1. Adds a Guard model.
-Veterancy 2: +40% weapon accuracy. Increases Propaganda, Stand Your Ground, and Fight to the Death range by 5.
-Veterancy 3: -29% weapon cooldown, - 23% Received Accuracy.
this is the sturm officer
Sturm Offizier
The Sturm Offizier has been completely reworked to be an effective combat unit with the addition of veterancy and his retreat-on-death mechanic being removed. To promote his role as a combat unit and to reduce blobbing, his aura has been removed.
280mp
Target size from 1 to 0.91
Passive aura removed; bulletin still functions
Retreat on Offizier model death removed
CP Requirement from 1 to 2; matches other officer units
Now has access to Model 24 Smoke Grenades. 15 munitions.
Grenade benefits from Veterancy 1 cost reduction and Veterancy 2 ability range. -5 munition cost, +5 range.
Mark Target Received Accuracy penalty on targeted unit from 1.5 to 1.3
Mark Target tool-tip adjusted; ability does not boost the effectiveness of nearby enemies.
Veterancy:
Veterancy 1: Reduces cost of all abilites by 10 munitions
Veterancy 2: Increases squad size to 5, +10 to ability range
Veterancy 3: +40% Accuracy
Veterancy 4: -29% Received Accuracy
Veterancy 5: -25% Weapon Cooldown, Offizier switches to an StG 44 (Panzergrenadier variant)
Gains shared veterancy
sturm officer loses to penal even at vet 2 (5 man) while costing more
add some more useful ability or make it better at combat right now it's the worse officer squad
having low combat ability and almost 0 utility or buff
for example art officer and brits officer at least have aoe buffs and other utility (nades, off map art, etc)
Posts: 556
Edit: I think shared veterancy part is not working.
Posts: 4474
Posts: 556
Posts: 17914 | Subs: 8
Sturm Offizier
280mp
sturm officer loses to penal even at vet 2 (5 man) while costing more
You were doing meth, not math.
280 is less then 300.
Also, why utility unit packed with supportive abilities should be as potent in combat as dedicated specialist?
0 utility
What do you think forced instant retreat and infantry mark target is? Not to mention smoke.
and 0 combat effectiveness compared to other cheaper or same priced officer squads
Against how many utility officer squads have you put it against, how many times and at what ranges to come to that conclusion?
Posts: 573
Posts: 4474
You were doing meth, not math.
280 is less then 300.
Also, why utility unit packed with supportive abilities should be as potent in combat as dedicated specialist?
What do you think forced instant retreat and infantry mark target is? Not to mention smoke.
Against how many utility officer squads have you put it against, how many times and at what ranges to come to that conclusion?
280 + 35, i said at 5 man so it's 315
that's the problem it's not loaded with supportive abilities, compare it to other officers (aoe buffs, off map call in, terror propaganda, etc)
yea my bad i meant 0 combat effectiveness (jager) or 0 utility (commissar,art officer, etc) compared to other officers
Posts: 261
280 + 35, i said at 5 man so it's 315
that's the problem it's not loaded with supportive abilities, compare it to other officers (aoe buffs, off map call in, terror propaganda, etc)
yea my bad i meant 0 combat effectiveness (jager) or 0 utility (commissar,art officer, etc) compared to other officers
So the original Ober can't beat Penal, too?
Posts: 4474
see for ur self
So the original Ober can't beat Penal, too?
https://www.youtube.com/watch?v=9ZtaBecIom0 minute 32,17
og ober have better RA tho
Posts: 785
The abilities all seem pretty good though and the price decrease with vet should make them pretty potent, though I admit I haven't played competitively with OKW post-patch yet.
Edit: Raising the CP requirement was dumb though, I can't believe I missed that in the original patch mod lmao. I liked the early sturm officer
Posts: 785
Starting RA should at least be 0.9 and the RA vet should definitely come before accuracy imo. Sooner for sure. Maybe split the RA vet in half and give some of it vet 1.
Posts: 13496 | Subs: 1
Ability cost reduction could go down for every level of vet.
Posts: 4474
The starting RA could also be a bit lower now that it's CP2, and especially considering the high reinforce cost of the unit and the fact by CP2 even Volks squads will actually be harder to hit due to their BS vet 1 RA.i would add some more utility, maybe a med kit like the commissar
Starting RA should at least be 0.9 and the RA vet should definitely come before accuracy imo. Sooner for sure. Maybe split the RA vet in half and give some of it vet 1.
and retreat cost 60 muni while terror propaganda cost 45, we all know which one is better
Posts: 785
i would add some more utility, maybe a med kit like the commissar
That could work, but I feel like it's thematically a bit ill-fitting. This is a pretty mean-looking and mean-sounding unit, so I think abilities should be combat-oriented.
I hate to copy abilities across factions, but something like the USF Captain's "On Me!" abilitiy could be cool, allowing you to save a single squad from suppression. The differential factor here would be the OKW ability costs muni and maybe doesn't force a retreat to the officer unit or offers different stats. I dunno.
Another idea is beefing up the old Sturm officer aura and making it a targeted ability per squad, or something like that.
Utility-wise, however, medkit does work, but I just think it feels off, particularly since the whole squad is full of Obers, with no medics to be seen. (I know Ostheer medkits don't have any medic models involved either, but that's a different ability than Commissar).
I'd rather buff its own durability instead, especially since it comes later now.
and retreat cost 60 muni while terror propaganda cost 45, we all know which one is better
I don't know about that tbh. Price decreases as well.
Posts: 17914 | Subs: 8
i would add some more utility, maybe a med kit like the commissar
and retreat cost 60 muni while terror propaganda cost 45, we all know which one is better
Sturm retreat is 100% certain and instant forced retreat.
Prop arty is a CHANCE for retreat and can be moved out of, wasting the effect.
By that comparison, sturms forced retreat is a superior and reliable ability.
Posts: 4474
it's aoe, it suppress and pin, which sometime is better if u want to steal MG + more range thanks to the aoe
Sturm retreat is 100% certain and instant forced retreat.
Prop arty is a CHANCE for retreat and can be moved out of, wasting the effect.
By that comparison, sturms forced retreat is a superior and reliable ability.
and before u say the chance to suppress is low
Squads hit will have a:
25% chance of nothing
35% chance of being slowed and taking +100% received accuracy
30% chance of suppressed/pinned
10% chance of being forced to retreat
This is on a per-shell basis, so the first shell of the barrage may not do anything, while the second may make the squad retreat. This ability works on all infantry types, even Anti Tank Guns, but only if they are in tow-mode while they are hit.
test https://imgur.com/a/ZvrCIDY
Posts: 498
Force retreat is best used at chasing away a team weapon, mostly hmgs, while prop arty can do the same job with high probability (just suppressing/pinning is usually enough too) or send a whole blob home... for less muni.
Posts: 4474
]Sturm officer force retreat also buffs the rest of the remaining enemies, a double edged sword, unlike commissar prop arty.no more red the patch notes
Force retreat is best used at chasing away a team weapon, mostly hmgs, while prop arty can do the same job with high probability (just suppressing/pinning is usually enough too) or send a whole blob home... for less muni.
Posts: 498
no more red the patch notes
"Mark Target tool-tip adjusted; ability does not boost the effectiveness of nearby enemies."
Doesn't talk about Force retreat, the buff icon clearly appears for nearby enemy squads.
Posts: 4474
oh yea
"Mark Target tool-tip adjusted; ability does not boost the effectiveness of nearby enemies."
Doesn't talk about Force retreat, the buff icon clearly appears for nearby enemy squads.
tested it still shows the buff
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