Yea I'm not arguing that, maybe it's a L2P problem for me because I can't even kill one squad per minute. But I still think it needs some tweaks.
To be honest, it used to have a huge psychological effect on the enemy which was great. I can't forget people retreating their whole army when they saw it aiming. It still does against newbies.
as i mentioned in my first post, just use it to kill support weapons since you will be inflicting HUGE manpower damage and will be breaking the legs of the allies. support weapons usually wont be able to get out of the radius of the blast if you aim it correctly.
honestly i think it would be super OP with a range buff. the sturm would be able to shoot from outside a units sight range, meaning theres no opportunity to react to it at all. you'll just see a huge ass rocket heading towards your infantry and before you can even retreat youll have lost a squad that mightve been vet 3 or had weapon upgrades, where as the enemy spent nothing other than purchasing the sturm itself. |
Pros dont share their secrets
idk there arent that many 'secrets' in this game. theres a few sleeper OP things that most of the players dont use or think they suck, but for the most part this game is just about learning unit matchups and maps. |
So you will end up killing 1 squad at best
wiping one squad every minute is very good. |
the sturmtiger is a really niche unit that really excels in deleting support weapons, and being a blob deterrent.
generally, you want to use it break up defensive lines such as AT guns, HMGs and mortars. a sturmtiger will pretty much always win you a war of attrition, since you'll be deleting whole support weapon teams with each shot. lets say you kill an AT gun that is 270mp, and maybe a couple infantry models near it. youve deleted a weapon that has a high impact on the battlefield, and youre able to pullback, reload and get ready to delete another team BEFORE THE ENEMY HAS ENOUGH MP TO REPLACE THEIR LOSSES.
Deleting support weapons REALLY adds up in the late game. This is especially true against the 120mm mortar, which costs A LOT of manpower to replace, as well as the pack howitzer. just keep firing at slow moving teams and you'll rack up kills and make it easier to break apart the enemy with your infantry and vehicles.
it excels particularly in semoisky and ettlebruck since theres so many line of sight blockers for it to shoot through.
occasionally youll get a good hit on an infantry blob, and thats pretty game winning. any vehicle caught in the blast radius gets an immobilized crit from what i can tell, but personally i only shoot it at vehicles if theres ntohing else to shoot it at.
you want to get this vehicle when the game is at a stalemate and you already have sufficient AT (volks, raketens, JP4, panther, allied paks, etc) to deal with enemy armor. |
- A shot to the side of a vehicle has a random chance of being a rear armor shot or a front armor shot.
not quite. imagine the tank being split in half. a shot to the rear half will result in a rear armor hit, a shot to the front half will result in frontal armor hit. you can micro your tanks using attack ground to actually manually hit the rear side of the tank when shooting at rear armor. |
just a note that the first shell will always land in the center of the aoe you target it. |
Because its the only infantry with lmgs AND an AT weapon |
Bars can be dropped. The reason why cqc weapons aren't dropped is generally you want to have like at least 4 of them on a squad to really have an impact where as you have 1 shrek or 1 lmg that had a big impact. 1 fg42 isn't going to do much, and neither is 2 ppsh. I don't think I would ever pick up ppshs or Thompson when they fill up weapon slots |
shreks reload is 8.5, bazooka is 5.5. zooks shoot ~35% faster
shrek dps = 14.12
zook dps= 14.55
wether it be zook or shrek, i always fire the first shot, move forward in case the vehicle tries to escape, count to 5 or 8, and order another attack to try and get 2 volleys off before the enemy vehicle gets out of range.
i mean, you cant expect the zook to actually kill heavies, youre gonna have to rely on heavier AT like jacksons or p47s to do the vast majority of the damage.
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when do i say that zooks are a better overall weapon than shreks? shreks are better because theyre more reliable. zooks are very useful for dealing with light armor like the flak halftrack that has seen a popular rise now a day. they still retain some usefulness in mid game with dealing with, or fighting off medium armor, and can basically only take on heavy armor when shooting from the rear and flanking. where as the shrek is a pretty run of the mill AT weapon, the zooka is more of a rapid firing weapon (that you can get a lot of) thats best used when flanking to maximize your damage potential. |