Doesn't seem to buggy, look at the evidence.
You might want to read this very thread. Here's a few examples:
Yeah I'd rather the stun duration wasn't as long but the ability actually fucking worked 9/10 times when you try to use it. I have no idea what the conditions are for it but just pressing the button and clicking never seems to do the job.
Hahaha I opened this expecting this to be about how god-awful buggy and terrible this ability is.
I noticed that sometimes I click the damn thing and it doesn't work. It seems it's not just me. But yeah, when it works, it's very awesome
+1 to Dullahan, this thing is pretty nasty IF it works, but 90% of the time, it doesn't.
The problem is not penetrating, it's actually been able to shoot as the ability is kinda bogus.
You might also want to try actually using the ability in a real game.
I didn't even go into the shot timing because I'm uncertain of the exact details. I'm simply not sure if it works within the current shot cycle, triggers a reload cycle or has its own windup time. In any of those cases it's clear that the snare is far from instant and requires the AEC to remain in range throughout - a risky prospect against actual tanks at best.
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It actually fires 2 shots. Both can (and often will) miss.
If only 1 shot hits, it's an 8 second immobilize.
If 2 hit it's in the 22-25 range.
It's buggy as hell and not permanent like engine damage. It's also one of 2 non doctrinal snares that UKF get and the only one that actually snares tanks. |
What gets me about Close Air Support and the Stuka dive bomb is the inconsistency.
CAS is clearly miles better than allied equivalents.
Likewise the dive bomb has massive damage and no visual warning for just 160. Compare this with, say, time on target barrage - a technique designed specifically to fire a massive artillery alpha strike at an enemy with as little warning as possible - 180 munitions, comes complete with warning flares and about a 10-15 second delay before anything lands in the area. (It's something of a personal gripe that Relic completely missed the point of a time on target barrage).
Things are never going to be perfectly consistent (asymmetric balance and all that), but those two do seem to stand out more than others.
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Playing as brits you get good at avoiding indirect fire shots really quickly. That or die horribly.
Avoid Anvil specialization until you're used to the brits. In particular avoid the standard Churchill. Hammer and Comets are the way to go (don't forget the white phosphorous round at vet1!).
I'd probably also avoid the Centaur depending on game mode. It has quite a niche role and generally you're just better off going for a Cromwell. |
Katitof, Australian magic and aaa are the only ones defending those cancer emplacements, its funny
Perhaps because it's pretty clear there's no point arguing with people who want emplacements to be entirely useless and throw around words like cancer in every other sentence?
To be clear this isn't directed at you personally, but it's more or less what happens every time emplacements come up. |
Yeah I can click retreat to stop a mid air sturmtiger shot wiping my squad.. oh wait.
You can however prevent your squad from being in a sturmtiger's line of fire in the first place.
Needless to say, I wholeheartedly disagree with the suggestions.
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It's a bit concerning since there are so many things that could use tweaks to make them viable (sexton, valentine, churchill, greyhound, penals come to mind instantly). Likewise the unfinished OKW revamp, warspoils revamp and implied promise that balance issues would be addressed after ESL are all in doubt now.
As for Relic themselves, there is their twitter account celebrating their growth:
https://twitter.com/relicgames/status/713212452280795137
And also a group shot showing they at least have employees:
https://twitter.com/relicgames/status/714859679319502848
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I don't see how this is even a debate - the Sturmtiger clearly has much more impact than an AVRE. Longer range, can fire into the fog of war through obstacles, faster projectile, much higher penetration and enough damage to 1-shot medium tanks. Hell, the AVRE was nerfed down from 640 damage because people complained about it one shotting tanks!
All this for a token amount of fuel more and less manpower. Really, for cost the Sturmtiger is massively overperforming relative to the AVRE. It should have had its cost increased when all the other OKW heavy call ins were adjusted but it was somehow overlooked. |
I'd actually like to see more summer/winter variations of maps, perhaps with more changes/experimentation to layout based on season. Then again, I'm one of those people who wasn't happy with Relic basically dropping weather effects entirely.
Pripyat wasn't much worse than many of the 2v2 maps we have at the minute, and it had some decent mechanics. I miss luring panthers onto bridges with demo charges ready, or repairing bridges to open up a flanking route.
Moscow outskirts is one of the better 2v2 maps imo. It isn't perfect, but it's quite wide compared to the likes of minsk/karkov so you can actually move around more. There's a reason it has lasted so long.
Rzhev could use looked at. I find it favours the south side due to the river layout and base placement.
I kinda like Hamlet, but the layout feels a bit weird with the 2 cutoff points covering a massive area on each side. Perhaps it could use a few more actual strategic points? |
The way I see it Ost have all the tools needed at any point of the game. You can't really say they're lacking in anything in the same way brits are lacking indirect fire or USF lacks heavy tanks.
The problem is ost needs all of their stuff to work together and as a result any losses hurt ost more than other factions. |