The hull-down ability never was really useful, there was a short time StuG was kind of good, because of the reload buff in combo of the stock reload, but that is years ago. German tanks in hull-down are like sitting dugs.
If StuG gets more range in a handy-cap way, it is only fair.
An other way to balance StuG would be, to give Jackson and Firefly a range nerf while driving. Say 50 when on the move, 60 when stationary for 1sec. So they become more difficult to play and StuGs range handy-cap becomes less massive.
Same for Elefant and Jagdtiger, Jagdpanzer 4 and SU67.
SU85 stays 60 if activate focus-sight, 50 if it deactivates it.
Edit: That woumd be a good way to balance actual 3vs3 and 4vs4. Before someone stats trolling, lets try it out. It is easy to mod it.
Agree completely. To be honest they should always have 50 range. So that at guns could be their natural counter. It would require more micro with armoured TD. It would be better for the game in general. |
It doesn’t have much horizontal gun depression, so it wouldn’t be very useful.
I know but at least it would be sth allied centered players would agree to... |
I would like to see more range, also a new overwork of scope and hull-down.
-> Since hull-down has lost a mainreason of it (faster fire) there is no real use for it. The hole commander ability should be removed, nobody is using it, only Ostwind really benefits of it. Maybe change it to StuG E for all two commanders?
-> Scope can become a 222 only and non-doc ability (remove the detector), so the 222 becomes a sence anymore. Change Scope to trenches like in Osttruppen-Commander.
StuG G:
- Giving StuG a non-doc camouflage immobile range-ability to 62,5 range (same range buff as in current hull-down) with +1000 pen for first shot out of camouflage. Like Jagdpanzer IV but without the ability to move.
- Vet1 one high exposive shot on target (power of sherman HE)
What if hull down was stock possible for stug and increased range to 60? |
The Riflemen buff made Riflemen win harder at ranges they already won at.
If you fight them at range (which OST is very equipped to do) they're not any stronger.
But I totally disagree with such arguments
Now they will melt them more quickly, which gives you less reaction time and will mean that before grens retreat they will deal less damage. Also now rifles scale much differently against assault grens - they are much less vulnerable to ass grens. They will also melt support units more quickly. They will more easily wipe low health squads on retreat. Such things add up throughout the game. So they did get buffed. And all this without any buffs to grens, for example. I can completely understand ostheer claims for some buffs for tanks, for example.
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Yes, because after nerfs and nerfs they landed in a state they needed an actual buff.
No they didn't. Because USF has now good armour, rifles no longer have to own every other mainline infantry. They should have maybe nerfed volks more.
But the game is generally nicely balanced anyway. Still, there are details. |
Its not offensive frontline breakthrough unit.
If there is AT inf by it, your line collapsed.
It's not what I mean. At guns have 60 range. Stugs must close in to 50 range to shoot at allied tanks, which makes them voulnerable to anti tank guns' fire. Those anti tank guns can sit behind infantry and still soot at stugs.
With allied tank destroyers it is different. They have the same range as pak. So paks must be closer to the front line to shoot at them. Since allied tank destroyers hide behind a wall of infantry ostheer paks are often more easily decrewed. Same with stugs. They absorb more shots before they can even start shooting at their targets. That is imbalance. It is also part of the reason why, for example, scotts ar so OP. They can shoot at 4 men squads and no ostheer vehicle can shoot at them from the range of 60. Paks can't chase a vehicle. generally stug must be 60 for the gameplay to make sense. |
I'd rather to see stug the stug with 120 damage 60 range.Price difference between SU76 would make it for the survivability.
Range 60 is the way to go imo. Details can be polished (more/less damage; rof; pen; etc). 60 range on some stock unit is a must for ost.
The problem is that bazooka squads and snares are really lethal for such vehicles because they must close on too much to the front line. Infantry AT together with anti tank guns melted stugs too quickly in real combat scenarios. Stugs only work when your opponent overextends. Remeber that now we have elite bazookas, for example. So I completely agree with range 60. |
Let me enlighten you a bit, snowflake, the revers is happening for infantry, because no faction is supposed to be stronger at any stage of the game anymore, that means axis armor nerfs and allied infantry nerfs, which is happening for last couple of years.
Those nerfs resulted in rifles close range dps increase?
Why buffing allies armor and nrfing axis armor didn't reslut in making crews less potent to even it out? |
They do, but you know axis players, they always want more for the cost.
No - most patches keep buffing allies and nerfing "|traditional" axis strengths |
That's a really good point
The issue is i was very close, is it just a case of "rng"?
I mean admitedly i was attacking it from the front.
A lot depends on the details - rng could be unfortunate.
I tyhink t34/85 is better than standard ostheer panzer 4 and should kill it reliably mid/close distance (both 0 vet). With OKW panzer 4 or vetter stock ostheer p4 you should be more careful. But idk which tanks you actually mean. |