yeah i got the numbers wrong, didnt I?
edit: i checked and ofc it was the 251 who had the wurfrahmen (as you already mentioned), BUT the 250 had a closed back, too(to protect the soldiers being transported/operating the weaponry)
In this game, it is specifically the open back variant of the 250 Halftrack designed for troop transport. |
I've had a quick discussion with Romeo and we've come to a few ideas that might be considered okay as far as treating Panzershrek blobs.
As it stands a lot of people are complaining about Volksgrenadier Panzershrek blobs and Obersoldaten support.
I think part of the problem may be included in a lack of munitions sinks for the OKW, aside from Grenades, MG Upgrades, and artillery strikes, there isn't much else to sink munitions into.
I think a good change to implement onto Volksgrenadiers specifically may be to include an automatic weapons combat package.
In history, Volksgrenadier was just a move to economize personnel into regiments of 6-line infantry instead of the standard 9-line infantry. This was already very real for a lot of divisions.
To compensate, volksgrenadiers were given a higher volume of automatic weapons, LMG's, SMG's, and of course the new "wonder weapon" the STG-44.
So the idea, would be to give the OKW Volksgrenadiers a automatic weapons combat package that includes 1x LMG-34/42, 1x STG-44, and 2x MP-40's. Completely removing the KAR-98k from their inventory, locking out panzershreks, and giving them coats for cold immunity.
Perhaps this combat package can also give them a couple grenade options, although I'm just slinging ideas.
This would allow Volksgrenadiers to be less reliant on Obersoldaten and Sturmpioneers, while also providing an excellent and viable munitions sink aside from more panzershreks.
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funny thing is: it looks like a modded 250 to me but has the armor of the 251 
It's definitely a 251, the 250 had an open back. |
Consider light vehicles though. If a puma makes it to a katyusha, it will destroy it in one shot plus a burst from the coaxial MG. It has a decent chance of escaping unpunished since the allies have little time to react. If a stuart makes it to a stuka, it will have to shoot it four times, I think? Someone should correct me if I'm wrong. It's definitely a lot more than one time. This gives axis supporting units a lot more time to react. The stuka may or may not survive, the stuart almost certainly won't.
That may just be RNG playing against you, as I've had to take at least 2-shots to kill a Katyusha with a Puma or up to three (near misses included)
Also Stukas are very very vulnerable to counter battery barrages and surprisingly, very vulnerable to PTRS'. (Or so I've noticed)
Also are you just calculating the Stuarts base cannon damage, or are you including its alternate firing modes that give it more of a punch while disabling the oppositions vehicles. Stuarts aren't vehicle hunters, they are just anti-light vehicle, anti-infantry and most importantly, mechanized support.
They are kind of designed to be used in conjunction with other units. Hence why a Stuart + Captain would be a legitimate threat to even a panther if well micro'd
But that's not what this thread is about, this thread is about the Stuka and Veterancy, something I think Relic should really look into. |
Both very valid points, but generally a panther or puma can successfully take out a priest on a flanking attempt a lot more easily than allied medium armor short of T-34/85s, at least in my experience. Smoke or blitz certainly help a lot with this as well.
I find that a T-34/76 is a death sentence to my Stuka unless a miracle occurs.
As for the Priest, if it's properly supported either with AT infantry, ATG's or other vehicles to support it, it often should be fine right? |
The priest has similar durability to the stuka but horrible mobility.
Yes but it also has incredible range and sits often very safe deep behind Allied lines, The Stuka, not as much.
Also economically the Stuka has far more opportunity cost than the Priest does. Especially since OKW cannot build caches to modify income and to convert comes at a great cost of whatever resource is being converted. |
Again, I could be wrong but I think vet gained is proportional to the ratio of damage inflicted to the inflicting unit's health. Regardless of implementation details, both changes would be good.
Don't forget to vote
If that were true, then wouldn't snipers earn insane vet from killing Shocktroops or Paratroopers? Just a thought in any case.
I looked at your page there, I don't necessarily agree with changing the Stuka's barrage pattern into a circle. It was designed with the intent of a creeping barrage in this game, and I don't see any sense in changing it now. Especially since all strafing runs were changed to be comparable.
Besides that, as I said in an earlier post, it feels like the Stuka was ninja nerfed for its barrage to be less exact along its line and more spread out.
As for its HP, I don't really see what the problem with its HP is, it's an armored halftrack right? It only takes 2-3 shots of a Bazooka or two shots of a tank to kill it. Or One-shot from an ISU-152 right?
In example, it takes at least 2-4 barrages from a Luchs to kill a Katyusha IIRC.
I think it is fair considering the very significant manpower and fuel investment OKW player needs to acquire and use such a potent piece of equipment. Though I guess if vet changes are made it could be considered. |
I think the stuka needs a health reduction. I believe that would make it vet up faster if my understanding of the vet system is correct. If not, it should have its vet requirements reduced and changed so it gets the incendiary ability earlier.
I have honestly never seen it in-game, only on replays and streams.
Nice post Sierra! 
I don't necessarily see how reducing the unit's HP would increase its vet gain. The problem is that it doesn't gain a lot of exp from killing infantry and team weapons and its exp-milestones are set very high.
As far as I've noticed, having units attack vehicles seems to be the exp fast-track. Hell I had a 222 kill two M3 scout cars with penals the other day and it got instant Vet-2.
Also thanks!  |
With recent ninja changes that randomize or spread out the rockets more along the lines and the recent changes to buildings that make it so the Stuka cannot one-shot them. I don't think it's unreasonable to ask Relic for its veterancy to be looked at so that a reasonable area-denial and anti-blob tool can possibly be attained.
As it stands, it is barely available. Most blob suppressing and killing tools end up getting nerfed into the ground. Also currently in most 1v1 and 2v2 games I've seen, Axis almost always end up getting steamrolled by American BAR-Rifleblobs and Hordes of Conscripts- Penals, and Shocktroopers. |
For most team weapons and artillery pieces, their alternate fire modes are locked by Vet-1 and don't always cost so much in munitions. But this is not the case with the Stuka zu Fuss, instead it's alternate fire mode of Incendiary Rocket Barrage is locked behind a Vet-4 rank that it may never see in an entire game, and still costs a whopping 100 munitions, which is already difficult enough to achieve for a hard pressed OKW player. (Think lots of grenades and panzershreks and mines)
I think that for the alternate fire mode to be justifiably locked behind Vet-4, that it should be a bit more accessible and attainable than it is currently.
Furthermore I daresay that it opens up far more options for the OKW player to eliminate blobs of Allied infantry and artillery/ATG's as well as garrisoned units, which currently they are sorely lacking.
So please take this into consideration as currently I would go as far as to assume that most OKW players don't even know that there is an Incendiary Barrage option due to how exceedingly rare it is that the Stuka zu Fuss would ever reach Vet-2 or Vet-3, let alone Vet-4.
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