Sturm vet is nothing special, they're expensive, they're fragile and they have a strictly worse weapon profile than PGrens. They're definitely way weaker than shocks, don't scale as well as rifles, and are completely helpless against vehicles. Their max range dps is atrocious per cost.
In the early game try to force sturms to engage you while you're stationary in green cover. Most squads should drop a model off the sturms if they try and rush you head on.
Keep and eye on your flanks and if they do get too close don't be afraid to have to retreat to save yourself manpower and stave off sturm veterancy.
They're good at what they do early game but are quickly outclasses by most other squads. They're useful to have around but not nearly efficient enough to spam. I would say they're in a good spot overall. Maybe they could plant wire faster now that it is cuttable.
Yeah, that. |
Good risk vs. reward.
Early on, the sandbags could really help LMG grens (or normal grens) vs. other mainline stuff, while later on it would just be a useful ability to have. Voted replace bunker with sandbags; they are grenadiers, not pioneers.
I personally really wouldn't want to trade for it. The value of an MG bunker in just the right place at just the right time can't be understated, and it's nice having a reinforcing Grenadier build your base Medic bunker when you want it instead of needing a Pioneer back there. |
It definitely ain't right how there's maps where the Mortar Pit can cover two VPs at once (Faymonville comes to mind), making the thing pretty unkillable until one can actually get tanks. |
A point entirely outside of the actual feasibility and necessity of your suggestion...wouldn't sitting in sandbags constantly just increase the odds of 4-mans getting one-shot when an AI-capable tank rolls in? |
Just give them a wider arc, that's all they need. The idea of an "offensive MG" was always going to be problematic.
Also, imo, buffing penals isn't the answer cause they're in a dead-end tier but hey, better than what we have.
Maybe if the Penals are buffed sufficiently the tier won't be?
Really though, bad Penals leave the Soviets a giant hole in their tools available. It could happen. |
Oooooooh, I think we might have a tie this time! If there is, how are you going narrow down, just make your own choice? |
I really do advocate something like this.
I honestly kinda wish they went with the MoW path of just making buildings an extension of the terrain rather than magical separate realms where suppression doesn't exist. Garrisoned structures always felt a bit inconsistent to the game's feel to me. |
Its a 4 man squad with expensive reinforce and a 120 muni upgrade, it should be very effective against paper vehicles.
Infantry wreck them, smoke blocks los
Coincidentally that would stop double Schrecks from one-shotting M20s as well. |
Or add a weapon support center like in coh1, with sniper mg and mortar.
I really want to yell your account name at you. |
It's a goddamn pain when you have a vehicle chase a unit that just went out of sight and be forced to watch it traverse its weaponry toward another target or even waste its shot while it's chasing. Prioritize Vehicles certainly isn't enough to fix that happening, and this feature would also make flanking tanks with your own a lot easier since you can just have your vehicle drive straight toward the flank regardless of current facing and expect to fire on its target soon after getting close instead of having to have the entire vehicle facing the target (or traverse its turret) before getting close enough. |