The best way to counter the Stuka diving bomb is actually BY pro-blobbing. The reason is that you don't have to jump around the map like crazy to find out which squads you need to move.
Regarding acquiring sight. This is actually the most trivial thing to achieve in any team-game setting:
- Artillery Flares
- or (if you want to get nasty) spotting scopes on 222 (The Elefant doctrine has been very much in-meta since release)
There will ALWAYS be some point in time where your enemy will be microing (e.g., because they have to dodge your Elefant, or they have to just micro their tank). Now their support is dead; and you only gambled 160 munitions for it.
What's not right about stukat is the fact that most likely you will hear the sound around 6-7sec before landing and it's way to short to move crew weapons.
I wonder why it was ninja buffed in the first place.
Second thing, railway should be most devastating, not dive bomb.
no stuka dive bomb into the base sector. Otherwise its fine. Never had a problem with stuka
Am I the only one who doesn't struggle vs this? If I hear it I can almost pinpoint it accurately and move at the same time. - Hell ask any of the other Angry Bears when we are against it I can ping on almost the exact spot they are gonna get hit.
I agree with the removal of it being able to hit HQ zone.
I honestly can't remember when I last lost more than 1 unit to stuka dive bomb.
Please post your sound settings (Low? Medium? High?). I am not kidding.
I've been using Low sound settings (since the soundbug days). For the purpose of this thread I've also trialed Medium and High and they sound dodgier (especially if you pan the camera on other parts of the map). I might be wrong.
I always get a 5 second warning tops (and only if my camera does not happen to be at the other side of the map). There is also a 5-second no-warning time between activating the ability and when the plane starts growling. If you count the time it takes to:
- Pan the camera around to the right location
- Pan it a bit more to tell EXACTLY where that ability hits
If you have split your forces in more than two parts, you run an enormous risk of losing part of them. That's why Stuka Bomb, actually, REWARDS blobbing.
I find it's the only really useful offmap artillery ostheer has... that and incendiary Arty. All the other ones are just so meh.
At OP:
The AOE you are proposing is absolutely tiny. It takes a super long time to land and often the noise is more noticeable than red flares. The only time it's truly effective is when they are pro blobbing or greatly bunched up and even then they can always move their units.
Is it really tiny?
- Currently the one-shot-radius is equal to 15. That's way too much.
- I estimate that if we remove the kill-critical, the one-shot radius will be reduced to 9.5
- 9.5 is already bigger than the pre-ninja-buff Stuka Bomb radius (which was 6.5; see updated OP)
- I don't know if Miragefla did any further messing with the values (since I used his mod to take the screenshot)
- The (one-shot radius of the Sturmtiger is 8)
As a compromise we could reduce the delay between firing the bomb, and when it hits. The initial 5 seconds where the sound cue is inaudible don't help the defender in any way.
If you still believe this is tiny:
- Propose what should be the one-hit radius of this ability, then we can discuss
- Recall that the ability costs only 160 munitions
- Compare the AoE effect of this ability to ANY other ability in the game (even if the enemy forgets about their infantry for the entire duration)
- Again, recall that this ability only costs 160 munitions.
I still don't understand why it needs to kill infantry within 15m simply by touching them. If we don't want to touch its AOE then remove the instant death crit from the ability which could probably go to all artillery that crits infantry even if they're on the outer edges.
The death-crit is down to aesthetics mostly. I too, agree that it would look better if some troops were not-instagibbed but were brought down to low health, depending on the distance.
Whether the radius of the Stuka Bomb should increase or decrease to accommodate this could be a topic of this thread. However, it is more important to decide what the one-hit-radius should look like, though.
Welp becauce Stuka is kinda a skill shot ability, which requres prediction and luck. Not to mention that Stuka cound be countered by mass retreat (its not a bad think because you know Air supperiority force you to do this aswell). Not to mention that if you are not a blober Stuka is not more dangerious then any other arty.
If you look on it from the insane wipe possability then yes, it should be nerfed but also demo charges and other insta wipe arty then. If you look on it from arty perpective its not THAT good.
A mass retreat is the LAST thing you want to do vs a Stuka Dive Bomb:
- There is high chance you retreat through the blast radius (and be ded)
- You don't know if the enemy's teammate is lining another stuka bomb right at your base.
- Also, that 50-second cooldown.
what is the mod you use to do your tests?
http://steamcommunity.com/sharedfiles/filedetails/?id=333763272&searchtext=cheat+mod