wow you just turned my argument in a idiotic speech... was that neccessary?
But no, i dont agree with you in this. ST is a doctrinal, quite expensive, assault gun, a single shot, rather slow to shoot, not to mention way too obvious where its aimed to. We all know that already.
If you stack up a single TD and a snare, you need to call 911 to rescue it from certain death. Yet a single TD poses 75% of the threat already, you cant kill it with ST and they will bring it down if you dont fall back immediatly. I use it everytime with vision blockers and its quite micro intensive to use it, just because it cant use its frontal armor as a proper shield.
My point is, as an assault gun it does its job quite underwhelmingly.
edit: Considering its cost vs a Pz4 or Panther it should give some benefit rather than being a "blob killer"
Sure, you're not wrong either. I was just pointing out the fact that one Td isn't going to be enough to kill it and you really shouldn't be letting him snare it either though. Combined arms on his end necessitates combined arms on your end too at that point, where you should have infantry or mgs supporting/screening for his infantry. |
I voted for sturmtiger as UP, but it wasnt easy at all. I find it has more utility now, because of the suppression effect and bigger AOE, also it can reload and move and the new elite armor repair helps a lot to bring it up to frontlines fast enough. I had a few SU-85 1 hit kills and those were partly because SU distracted.
I would suggest a little range buff or a frontal armor buff.
Its meant to be an assault gun, frontal armor would be nice. In the current meta a single allied TD focusing frontaly on sturmtiger can make it retreat, also its still slow and a easy target.
I liked the idea mentioned before of swapping ST with KT.
I dont pretend Sturmtiger to be OP, but its hard to use it effectively if you summarise its weakness and overall enemys strenghts.
Edit:
I also think JLI are on the OP side, mainly of their insertion ability. They become quite useful in the right moment because of that. If they were to be reworked, i would remove their insertion. Just that.
Meh the thing about the sturmtiger is that all it has to do is take its one shot and retreat. That's usually a short enough time that it can handle one TD with their rather low dps and stil take its shot and run away. Of course if you run into his entire army and all his at at the same time you'll have to retreat without taking a shot most likely but same goes for every other tank in the game. |
Imo assault grenadiers are about a proper level for a CP 0 unit for the time frame (maybe a bit more durable).
On the other hand they scale terribly and they should either get a weapon upgrade like 3 ST44 or have very good vet bonuses including lower reinforcement cost or some sort of late AT grenade lock behind BP 2 so that they can remain relevant.
I agree that assgrens need better scaling, but remember that as a 0cp unit (talking early game) they have a lot more combat potential than just their mp40s because of grenade assaults and sprint. Assault engineers just have to rely on solely dps and the flamer (which would be locked behind officer probably in the future) so they should be a bit stronger in dps. Assault engineers scale way better in live though, and again I definitely agree that assgrens could use like an stg upgrade or something. Smoke grenades at like vet2 would be nice too if they don't already have them (I never use them cuz they suck so I don't know whether they do or not lol). |
No snare
But in certain situations it may work indeed
On top of that paratroopers tend to take massive model losses sometimes because of their bad target size (which they don't get any bonuses to until vet3, and are still relatively bad after that). Luckily, with good usage you can usually inflict way more casualties on the enemy because of their crazy dps with both upgrades and ability to paradrop reinforce. But having at least one rifle squad around to mitigate that and to have at least 1 snare is probably a god idea. Added bonus of 1 rifle + 1 path opening is that both hit the field at prety much the exact same time, which gives you an edge in that first engagement. |
Let's not compare 1 stat and draw conclusions from there, shall we?
Sturmioneers
- 300MP
- DPM is 64/28,8/3,8 at ranges 3/15/28
- lose 25% of their DPM if one model drops on approach
- No default weapon upgrade
- 0,87 target size
- goes up against high close range DPM Riflemen
- have bad combat veterancy at very high requirements
Assault Engineers
- 280MP
- DPM is 67/7/0,8 at ranges 10/18/30
- lose 20% of their DPM if one model drops on approach
- default flamethrower upgrade
- 0,9 target size
- goes up against low close range DPM Volksgrenadiers
- have quite good combat veterancy at reasonable requirements
TLDR Assault Engineers are better than Sturmpioneers while being cheaper. Their early game performance should be toned down a bit. They are performing at about 110-120% efficiency for their cost/role. Giving them 1,0 target size at vet0 (0,9 at vet1) and locking flamethrower behind tech should put them closer to 100% efficiency for vanilla performance.
I agree that assault engineers are pretty handily better than sturms, but if we were to remove the .91 target size and move it to vet1 IMO reinforce cost should go down (maybe 28-29) too. That way they're less overly combat efficient but they also bleed a bit less too.
I wonder where people get this idea from that the KT with panzer commander is a good unit. I tested it and it doesn´t help in any significant way. The weaknesses of the KT are scatter, high penetration and range TDs and bad turret rotation. Giving it slightly more sight doesn´t fix that. And the 10% accuracy don´t matter in infantry combat because in order to kill infantry, scatter and AOE are what matters. The arty is decent to deny an area (for example to cap a VP while KT sits behind it) but that´s not enough to make the KT viabe.
More sight is always nice, even if it's not a ton, but I mostly upgrade it with the commander for the arty. I find that a lot of times I won't even be in range for the pintle 42 on it to fire on infantry anyway, and certainly less frequently than the p4 or panther with it, so it seems like the best tank to upgrade the commander on. I don't think it really radically changes the kt's capabilities at all, but it's definitely a nice upgrade. |
You are right it's pretty hard to screen for it, in a situation that you are insanely ahead you can just harass with it to bait the rakketen and flank with the riflemen on a normal situation all you can do is harass points where its really unlikely for him to have a rakketen there or if you harass a side and he moves the rakketens there you move to the other and use the movement speed to out maneuver them.
So you tend to use it as security for points where single squads are capping? Do you still use it in combined arms attacks and bigger conflicts?
Also, on your reply concerning conscripts, you mentioned that you don’t build a tech building at first, but I’m guessing you eventually build t1 or t2 right (most probably t2)? If so, when? I was usually going t2 right off the bat and getting a maxim after the first conscript, but I definitely see the advantage behind immediately building all your conscripts one after the other. Also, when do you get Molotovs, medics, and at nades? |
IMO OKM should have the Jaeger 5 man squad, and limited to 1 squad. No more spamming.
This way JLI remains exclusive to OST as a long range stormtrooper, either one or the other depending of the doctrine.
Ostheer doesn’t have JLI right? They only have the 5 man jaeger command squad with 2 normal g43s and different abilities. |
Lol so you would also claim an SU-85 is more accurate than a Jagdpanzer IV if in one video the JP4 happened to miss two shots while the SU-85 only missed one?
If even only 2-3 shells per tank would've had better scatter that's another 20-30% of HP gone. TL : DR one video does not prove anything and I happen to have actually tested the ability enough times to know it can do plenty of damage. It is not supposed to be a panic kill all tanks in area button and I have no idea why you think it should be.
It is cheap, it's the only real munitions dump in the commander and it's uncounterable. It performs well enough for its intended purpose and place within the doctrine.
If. There’s a lot less “if” with the Stuka strafe though, and that’s why it’s a lot more powerful. Also, it’ll complete attack runs even if you move outside of the circle and it’s already started one (doesn’t appear to even need to be firing yet, once it’s “decided” to attack a tank and starts the pass it seems to finish it) and it can definitely kill medium tanks in one pass.
I honestly don’t know a lot about the at overwatch, having not really seen/paid attention to it that much, but I just wanted to point out that Stuka CAS is very consistent in terms of damage and is able to kill most allied tanks outright since they’re mediums. Losing one medium is definitely worse than getting your panther/kt heavily damaged. |
As for german commanders, both of them must have the vCoH Kettenkarnad
I pretty much dont care for the other four abilities (although another close the pocket would be sweet) as long as the Ketten comes back
It could have abilities such as: Stealth, Healing, Repairs, Capping, and planting mines but no direct combat utility
Are there kettenkrad assets in coh2 though? |
LeIGs cost much more than 240mp, is locked in T1 rather than available right of the bat, and is in a commander that is a "meme" rather than something of actual value.
WP is absurdly powerful when used correctly and I do not see a reason why it should be available outside of the pack howitzer, and the mortar halftrack.
Cost 270 as opposed to 240? Cost difference equivalent to 1 gren model is “way more”? And if you lock the rounds behind 3-4 cap it still comes much later than t1 anyway, making that part a moot point. USF mortar is also garbage compared to leig, and usf still has more trouble clearing garrisons than any other faction except maybe brits.
I don’t see any inherent significant problem with WP, as long as it can’t kill models (as none of it can), especially in barrage form. The fact that you can’t walk through it yourself for obvious reasons means that it’s not a no brainer for wiping or anything and still takes good strategy to pull off kills with it. Obers even have the same thing in grenade form, and can even follow that up with a bundled nade too. |