https://www.coh2.org/ladders/playercard/steamid/76561198095695290
Does that answer your question?
What is wrong with those stats? I can give most people here a run for their money!! |
Yes very important to recognize the performance differences between capital Stuart and lowercase stuart...
That was a typo, lowercase stuart was supposed to be the puma. My bad. |
Better, you can have 50 range, self-spot, highly mobile, 160 dmg when vetted, turreted LV with smoke and turret lock. It's called Puma. It costs about the same as Stuart.
Stuart has AI abilities far greater than stuart, can decrew and lower pop cap, can repair itself Also, I have puma for Ost in one doc? Sure OKW has it, but that faction is a gimmick on itself. |
They can, much like a T-70 can kill a King Tiger.
Like I said, strong in theory. In practice, dead Stuart.
Rigth, and why should this very effective little fucker, like its brother of crime, the T70, need anything extra? Why not give it HVAP while we are at it lol. |
Would medium crush be going too far on stuart? Iirc that lets it crush some more objects but NOT infantry. I know other lights of that "class" dont have it, but most of them also have a clear role
The stuart is like halfway between the t70 and puma, and that kind of makes it hard to use. It relies hard on maneuverability, especially with that engine ability, so making its pathing easier would be nice
Get rid of smoke pots on scott regardless of stuart. The smoke barrage is enough
Sure, can I have medium crush on 222, and a stun crit and a decrew please? Also, can I have decent ai and light at performace at the same time? Nice thanks! |
It's powerful in theory.
In practice, it's so janky and slow that it's a good way to get rid of an unwanted Stuart.
Stuarts are all but useless against anything larger than a Puma because they only do 80 damage. The game's description text and tooltips hints the original vision for them was to be support tanks that did pretty minimal damage but had powerful utility abilities they could use on larger units.
With the Scott's smoke, they could actually do that.
Right. They can't stun heavy tanks then? They can't stay relavent until late game by this crit ability whilst being a good flanker and harassing infantry? They can't decrew and reduce pop cap whilst hopping back in and supporting the other vehicles again? |
hmm what if we make the KT a sidetech to T4 that disables the gun in exchange for granting access to the KT... and if T4 is destroyed they have to do the upgrade again to call the KT back if its destroyed... then revert the fuel cost to its old 280 fuel cost...
we cant treat it like other heavies as its nondoc after all... and this might be a solution to that imo...
Hm this makes the t4 an even more of a big target to basically cripple an entire faction. Losing t4 means losing access to tanks. Losing t4 would also mean losing acces to KT. Meaning, no tanks at all lol, as everything is tied to tech now. Not to mention having to rebuy t4, and tank upgrade for aa mode, to get tanks and kt. Wayyyyy toooo steap of a nerf. Might as well upgrade for a cannon ball chained to your nuts and be thrown overboard lol. |
Move the Vet 1 ninja smoke from the Scott to the Stuart.
The Scott can now be dived.
The Stuart can now actually use its utility abilities without getting blown up.
That would require it's other abilities to be looked at, as its crit ability is quite powerful. |
The vet bonuses of A.G are rather strong
Guards Rifle Infantry (Assault)
Unlocks the 'Trip Wire Flares' ability
-25% weapon cooldown, -29% received accuracy
+40% accuracy, +25% grenade range
(I can not check now but I think I remember the Trip wire flare being replaced by to the last man)
I stand corrected! Thank you! |
Well it was op with its 25% more damage. It was so freaking op that is was nerfed into horribleness. Now it just needs a more snappy response like you said. |