Your PaK has to stop, reload, and then fire meanwhile the quite fast t34/85 will probably not sit in the face of an enemy AT gun.
He said mark target but in his other post said old button.
And old button made you unable to reverse, or rotate. Sure you could use smoke but against someone who can attack ground if your buttoned he's still going to kill you.
And the Target weak point stun doesn't last nearly as long as Old Button did, sorry.
You clearly A) Cannot read and B) don't know about button.
A) He said Target Weak Point, you quoted it directly, it's right there in the post moments before you say mark target.
B) Smoke instantly cancelled the effects of button, because it requires LoS. It's not just a smokescreen, it literally makes a soviet player pay 45 to have it cancelled for half that.
And to top it all off, all you need to do it set a PaK up in wait for said T-34-85 and click the TWP button before it comes into range, or the moment you see it. PaK reload is absurdly fast even if your first shot is not your TWP one.
And go look up the stun times for TWP and the duration of Button, and then get back to me. Because button duration never changed. It just got made worthless. |
Button used to totally lock down a tank and made it stupid easy to kill with AT weaponry. I would rather have old button than mark target in 90% of situations.
He said target weak point, not mark target,
You know. That Ost ability. Only you know how button let you pop smoke, reverse, rotate, and was disrupted by anything at all happening to the guards?
Target weak point locks down a tank and makes it stupidly easy to kill with the AT weapon that the ability is tied to, AKA a PaK.
Using a single PaK you can stun and kill a T-34-85 before it gets a chance to move for literally the micro of pressing a button. |
Answer is quite simple.
Guards - allied unit.
Pak40 - OST unit.
#ProAxisDesign
I knew I was missing one of those massive logical steps that is clear and blatant to the balance team.
How silly of me. |
Dose anyone know what other hand held AT weapon the soviets used later in the war?
Soviets got lease lend PIATs, zooks and captured shrecks, but general sentiment through the army as historians record is they were not much loved.
Soviet army tactics based themselves around a few core elements. Vast amounts of automatic weaponry, large numbers of men, and grenades. So ignoring that fact that the most automatic weapon equipped army in all of WWII isn't allowed a single sodding PPSH unless it's doctrinal, for a moment; soviets used grenades.
AT grenades in the real world were vastly more dangerous than they currently are in CoH2, which means soviet handheald AT is gimped because of 'design choices' that have little to nothing to do with the reality of the weapons. Even molotovs were terrifying anti tank weapons if used right. Soviets have a preference for close quarters infantry used to clear tanks, and they're not allowed it in game, because Krupp 2 Stronk.
We're also not allowed side armour because that would make german tanks worse but soviet ones mostly exactly the same. 2 Krupp 2 Furious. |
Make it not droppable (no more pinata party guards), up its RoF considerably, stop guards dancing and fire the damn thing, and make its scatter vastly smaller so that misses against infantry will smash cover.
Suddenly, PTRS is almost useful.
Guards will still suck, though. DP's suck, button sucks, guards suck. |
It doesn't matter if it's tons, because the same formula still applies. Yeah it's not impossible, but OKW veterancy being wonked due to unit pricing is a fairly well understood phenomenon.
Shooting less expensive units does not make the exp they get suddenly vanish. Units have fixed XP values based on their cost. Just shoot more, and you vet up just fine.
Paratroopers are expensive, they vet up just fine. Shock troops are expensive, they also vet up just fine. And importantly, sturmpios are available and fighting from second 0 of the game, so they have a lot of time to accrue the needed exp to get that veterancy to make them horrifyingly damaging.
It's not like Sturmpios are a KV-8 with enormous fuel and manpower costs shooting nothing but infantry. They're not even the most expensive infantry. Obers cost more, and guess what? They vet up fine too. |
Vulnerability to explosive fire dependent on RNG does not make them any less lethal, their DPS any lower of their ability to wipe conscript squads in three second flat any less real.
Don't use them to lead the charge, and they vet up just fine. You start the game with them, they get plenty of time to murder in. |
Could you stop it already with this fanboyismo please, there is nothing "amazing" about Sturmpios, they certainly do not stand out as a unit. They are an excellent repair squad that performs fine at early game infantry combat but reinforces slowly and scales poorly which makes them unsuitable as a mainline infantry choice, but hey, they dont need to be after the first five minutes. Thats all there is to it. Sturmpios are not under any circumstances a cost-effective unit against Shocks.
Overall, the unit is in a decent spot.
Have you ever watched a shock squad try to advance through open ground through a sturmpio field of fire? It's a lot more damaging than you'd expect.
Seriously, though. Volks and their shrecks are a necessity, but that does not mean sturmpios aren't fantastic. Yes, they start to become less prominent as the game goes on, but they never stop being a massive threat. Flanking, building clearing, surprise garrisons, park them on retreat paths. Their DPS against is enormous and that's not something that changes.
I honestly love them. Yes, you can't use them as a battering ram like you would shock troops, but they never stop being a threat.
Not nerf worthy, just really really good at what they do. |
Four factions is already too many.
God, you're right, who wants variety in games? Why have any sort of national flavor or fun?
Let's remove everything but Ostheer verses more Ostheer. That'll make the game exciting.
Change is scary, right? Thinking about more than one possible opponent is hard |
What the hell.
They have four assault rifles. They clear buildings in seconds. They have mines, super wire, swappable sweepers, immense repair speed, drop med kits and even get a grenade with vet.
With one or two squads and appropriate volks support they are absolutely lethal. With a bit of vet they are 100% your best defence against shock troops too foolish to use smoke nades when they advance, as the range advantage means you can chew massive chunks of their HP off as they close in, just remember to park behind cover and let them come.
Sturmpios are fricking amazing. |