What would people like to see on the Stuh?
I would almost definitely make it non-arty projectile again.
This does 2 things:
- fixes that bug that it tries to shoot over hedges
- open it up for more reliable usage
The thing is with this change effects are still a bit random and makes it too powerful aswell for a 4CP 500 manpower tank.
I already tried out 2 things:
The first one was making the gun more accurate, but damage lowered a lot. This made it so that it wouldn't kill a single member on squads. But the AoE range was still big and the squad health would be reduced to 50% percent health.
The second one was also increased accuracy, damage lowered a lot at longer AoE ranges, but the shorter AoE ranges reduced a lot.
This one would always snipe 1 or 2 guys from the squad and damage the rest of the squad lightly.
But i'm open for ideas on this one.
If people just want it to be a Stug gun, slightly better vs infantry, slightly worse vs tanks ... that's also possible.
It's a tank with a 105mm howitzer, why should it behave like a 75mm StuG gun with AP shells? It's pretty much supposed to rape infantry and buildings. That's what howitzers do in CoH.
If you really want to make changes to the weapon:
Change its AoE damage modifiers to (s/m/l) 1.25/0.6/0.2, AoE distance to 1.25/2.2/5 and increase AoE accuracy to 1.25/1/1 (s/m/l) [current stats: AoE dmg (1/0.65/0.3) // AoE dist (1.25/2.5/5) // AoE acc (1/1/1).]
Then go ahead to increase reload time by 1 second and set call in cost to 550mp. Tadaa - it'll sucessfully, reliably rape units in the center of its impact but deal overall slightly lower damage to spread out units.
If you want to make it more reliable against moving units increase the projectile speed from 20 to 35.
Alternatively make it an indirect fire weapon like the calliope but that will have a huge impact on the gameplay (so, just don't..).
Edit: Oh and what I forgot: if you want to remove that random "my StuH can't kill that single soldier even if it's hit directly by the shells" - just increase the accuracy modifiers/penetration against yellow/green cover.
Edit²: Also, while we're at it. If you actually want to improve the game, you'd actually need to consider switching abilities on Blitzkrieg around. ATM lhs is always more useful than RHS, which is known since years. The reduced CP cost on the StuH is just a symptom that made Blitz more appealing.
It would actually make more sense to switch around Tiger I, mp blitz and Blitzkrieg on the trees.
LHS : Storms (2cp) - Stuh (2cp) - Blitzkrieg (1-2cp)
RHS : Assault nades (1cp) - mp blitz (3cp) - Tiger I (4-5cp)
So you either pick strong call in units that can be buffed with blitzkrieg (StuH profits a lot from blitzkrieg) or you pick RHS to buff your economy to get out a few grens, mp for vet, snipers etc and to get the Tiger in the lategame.