4 sets of 4 rockets are meant to give time to players to press that R button, otherwise its a wiping machine. Also kat rockets land way faster followed by its sound queue than wstukas.
There is no reason to change wstukas into other role for the sake of it. If you want to change that then you must adjust other units aswell, making the solution bigger than the problem. Devs cant afford trial and error if we dont discuss first which changes should be implemented.
Your proposition is a bit too much harsh for OKW players.
The best solution is either middleground or tweaking, redesigning with improvements rather pulling the game down
Less lethal could mean turning it into a mortar halftrack before flak hq. I don't think it is harsh because okw have other options. Leigs, flamenades, Luchs, and pumas still exist. |
Sorry to step in, the too early expression is not objective enough, at least for everyone to settle up a common ground of discussion. (or it seems like you dont like your team weapons getting wiped too early)
I think the worst situation is tightly related to the Pak howitzer, there is a whole thread for it so i wont offtopic, but the fact that OKW can deal with it using wstukas is solidified withing the game design. If you nerf one, then you should nerf the other one too.
When would be the ideal timing for wstukas to show? IMO between mediums and other rocket infantry or its opportunity window will just disappear
Yea, if one gets nerfed the other one should. |
Please point out where I quote someone talking about its timing.
All I'm trying to say is to keep it the way it is but delay it until flak hq is built. If that can't be done make it less lethal before flak hq is up. |
There is a non negligible difference between the time on target of a Stuka and a Katusha.
Furthermore due to the line of the Stuka and the limited number of rockets, moving in 9/10 directions and youll be fine, that is not true with a circle of a katusha.
No one is arguing about the lethality of the walking stuka, we are arguing that the lethality comes too early. |
It deffinently would be cool if okw had a halftrack that could upgrade to the walking stuka after flak hq is setup. Maybe make it a clone to the mortar half-track. |
Imo a tech rework for OKW (yes, another one) is the correct solution, because rocket art is normalized on late stages teching, the problem is that Wstukas are a useful unit on a peak point in the game where team weapons dominate
But it often deletes squads too, and okw have flame nades and leigs. If players are telling me to use usf's sh-t mortar than maybe those players should use leigs |
I don't think this unit is necessary before flak Hq is setup. Everyone is using in 2's to get cheesey wipes. It should never delete full health squads at 8 minutes. |
The walking stuka is a big pain in the butt from early game to midgame. I suggest moving it behind flak base or nerfing it. The unit being able to one shot squads and team weapons is a big issue before tanks come into play.
My suggestion is to keep it in mech but only unlocks after flak base is set up. Or nerf it so it can't kill squads or team weapons before flak is setup. |
Pack Howitzer is a team weapon and the Walking Stuka is supposed to counter team weapons. You can make the argument that it is too good in this regard, but that is the subject for a different thread.
Can you create a thread on the walking stuka overperforming early to midgame? The unit is much more bs than the pakhowitzer. I don't usually complain about units if the game is fairly even, but this unit needs to see some adjustments if the pak howitzer gets nerfed. |
If changes happen, we need to either give pak howitzer more survivability when hit by walking stuka or move the stuka to the flak base |