I just found this on Reddit, i guess a change of mood is not bad.
Praise it.
Am I the only one who noticed the Illuminati Pyramid in the background? |
Noooooooooo -.-
The range you want to fight at, because the Sturmpios excel there depends on your opponent. Assault Rifles are neither a dedicated long nor a dedicated short range weapon, so their performance is not as great as either of those at their respectable range. Yet they are good on all ranges, meaning you can always fight on the ranges that a long or short ranged weapon is not good at and win. Forcefully always trying to move to close range with Sturmpios (and similarly PGrens) means they perform way worse than they could. Most of the time staying at ~15 range is more than sufficient. 15 is almost half of the whole firing range (35). At that range they win (per cost) almost all engagements. Trying to close in more usually results in you losing entities, so that even though you are at a closer range, you still won't deal as much DPS as previously.
Red is the old Sturmpio DPS, blue is the new.
Yellow is the difference in percent of those two and green is just a straight line at 13. Any range where the yellow line is below the green one the Sturmpios perform BETTER than the old ones. Any line where it's above they perform worse.
That means 6 to 14 is the range where they perform worse, outside of that boundary the same or actually better. Since units tend to go crazy at ranges around 5 (they will jump around a lot instead of shooting) that basically means what Sturmpios got was a nerf at close range and a buff at all others.
Valuable chart is valuable, but also pretty much perfectly illustrates how sad Sturmpioneers are at the ranges they used to be most valuable at. |
This doctrine is still one of the best OKW has, tbh.
I'd trade that 100-fuel Ostwind for a stuka or a Panzer IV any day. |
I don't know if you know what 'by that logic' means, but you seem to have it confused with 'if I throw logic out the window and piss on a design sheet while baby Stalin cries'
Where the HELL did you get that garbage from?
I'm just saying if Sturmpioneers were filth and the MG nerfs were justified because OKW received 100% munitions. Then I would say that we should all indeed piss on a design sheet while baby Stalin cries, simply for the reason that every other faction can build caches if I need a reason. |
Sturmpios were filth for a unit to have at the 0:00 mark. Much like how assgrens and then assgineers have had to get toned down in firepower and shocks went to CP-many, because relic never learns that giving one army super T0 early game infantry utterly breaks the game. There was a time it was needed to prop up OKW early game, but that is LONG gone now they have 100% muni and better, cheaper volks and superduperturbokubel.
As for the rest?
-The MG-34 was out-preforming the MG-42 even though it's cheap as chips. That one needed to happen.
-LMG-34's took a hit because ALL LMG's took a hit. That's not an OKW specific nerf, it's a change to overall game design.
Fine, then by that logic, maxims need to be nerfed to complete and total shit, firing pebbles instead of bullets, and Shocktroopers need to have -5.00 armor instead of 1.5 armor, and every sweep of their PPSh should have a chance to kill another member of the squad because he just can't handle the recoil. |
+1 Katitof layin the smacketh
He's right, Kubels were buffed, Volks weren't nerfed...
Except for the part where Sturmpioneers were nerfed, pretty severely actually, as was the MG-34, and the Obersoldaten LMG-34. |
Wrong.
They were nerfed within 24 hrs of release and then a new doct that i personally bought on day 1 was useless for some months after release.
September 24th, 2013 they were released,
Updates September 26th, 2013:
Assault Grenadiers
- Dispatch Cost from 280 manpower to 200 manpower and 50 munitions
- Reinforcement and population cost remain the same as prior
This change is to give a temporary gate to the deployment of these units as players are finding it very difficult to deal with them at the start. The munition cost will gate the unit by a few minutes as well as make deploying these units limit the players means to get other munitions upgrades such as Panzerschrecks on the Mechanized Assault Group or a flame halftrack.
Is it just me or do patch notes from the official thread often come off as a giant list of "fuck you Axis players" notes? |
Thread: Esports15 Sep 2014, 23:13 PM
Amazing job on the balance Relic. This game is truly the next big thing in Esports.
Featuring:
Truck pushing
3x Kubel opening
JLI spam
So at what point does your maxim spam, shock spam, or M3 + Flamer abuse kick in? |
I never got the ''Kubel was useless before'' rhetoric. It was a perfectly viable unit that had strengths and weaknesses, like any MG in the game. I used them to great effect in combination with Sturms pre-patch. It tended to die by the 10 minute mark, but most MGs save the vetted MG42 become less useful by that point anyway.
Post-patch, however, it's been overbuffed into ''pay 240 MP to dominate early game unless opponent out-microes you or builds very specific counters and rolls the dice''. My games against OKW have become much more difficult between them and the buffed Sturms, and my games as OKW are often facerolls as I a-move my Kebels and pound most Allied openings to dust. If a Soviet goes T1, I laugh at his face, bust out the AA HT to which he has no counter whatsoever and it's often gg right there. Against USF it's even easier, until the M20 comes out the Kubel has pretty much free reign as the Volks go around and cap the map. And since the US player could not win the early game, the one point in the match where he's supposed to be at an advantage, even if he destroys the Kubel and comes back I usually have a Puma, HT, and/or elite infantry by then.
I feel the unit plugs the OKW's weaknesses too well. OKW is supposed to struggle early game, since their late game is so boss. But between the reliable Volks, powerful Sturms and the now monster Kubel, they really don't have any gaps in their early game at all, and that's without having to commit to any building/doctrine like the Soviets are forced to do. Playing as them feels significantly easier than playing as any other faction, Ostheer included.
That's a delusion, one that would ensure this game NEVER reaches E-Sports. There has to be an early game, no one side should have an advantage in early game. Without the early game, no mid or late game can exist, and this would just become boring 2-5 minute skirmishes.
Play hard, play smart in mid and late game and you might just be able to make a dramatic comeback or a dominating victory.
Unit composition, wise spending on both Defensive and Offensive positions will allow for a better game overall.
It's why a smart German player will often have a couple bunkers and minefields and ATG's placed behind a specific line as a fall back position, which will either draw you to respond and weaken yourself, or force you to go around and weaken your position on that front.
The best response there is to try and set up a defensive line of your own and harass or build up to overwhelm the Germans position.. or get into an artillery battle, either way. |
Please no triple nerfs.
Acceleration could be lowered, fuel cost added, reduce damage as well while you're at it, don't need that, I need it to be a mobile supression platform. Which it currently is.
The problem is, early game I can have one mobile supression platform for every US squad on the field. This could be a fundamental problem (which did not come to the foreground before because the Kubel would do cartwheels around every rock and could not have been positioned properly).
If you lower its acceleration and damage the fuel cost won't be necessary as more than half of what these kids are griping about will have been nerfed/reduced.
Otherwise it's a triple nerf. |