Not really. You can only really tell where the first round will land.
And easy to use? With Panzerwerfer, Katjuscha , etc. all you have to do is one leftclick , with stuka you have to leftclick , angle it, and click again ( and this is a perfect scenario where your 3rd arrow is already on the right position on your first try ) . To me this seems to be more micro consuming than Werfer and Katjuscha
It is not like the panzerwerfer only has suppression and no damage. In fact a panzerwerfer can even be better at killing a Team weapon squads than a Stuka , due to the fact that 5 and 6 men squads are usually spread out and thus usually survive the stuka rounds, the circular werfer barrage seems to fair so much better against those squads in comparison
Also you haven't played OKW in at least a month, so how do you know that it is really that easy to use ?
Response #1: The OKW rocket artillery requires more micro to be effective due to how it works that's what makes it unique. Good micro will ensure you get good hits along the line in which you are firing it. The mice consuming is a given. Its harder to use but has the most consistently amongst all of the rocket artillery which is more unpredictable in nature of their design. Its a creeping barrage and will follow the path you assign to it. If you want the katushya and werfer to be more accurate you will need to get closer to get a more accurate shot similar to the stuka. This seems more like a learn to play issue than anything else. Also, remember there Katushya at VET 1 has a similar creeping barrage effect which is rather lackluster compared to the Stuka and should receive some attention compared to the Stuka in my opinion.
Response Regarding OKW Playtime: Just because I haven't played it in a month does not mean I have forgotten how it functions. The Stuka still functions similarly to how it did when it first came out the only difference being is that the damage output has been altered over time due to the nature of balance. Also, there haven't been any major balance changes to the Stuka in particular in the past month making any difference than it was when I last played it. In addition, consider that you could always mess around with the rocket arty and etc in offline custom matches with Ai which I like to do from time to time that will not show up in the leaderboards because it's not a ranked match.You present nothing more than a strawman in this situation.
+1. The stuka doesn't need buffs, it just needs to be easier to use.
Stuka is already easy to use and the most accurate to fire at targets. It's not in need of buff it has a very specific use. It can kill team weapons far better than the suppression of the werfer and the firepower of the Katy.
I wouldnt mind paying 250mp for partisans if they had more health and armor. Once the element of surprise is gone the partisans greatly suffer. Late game the only viable partisan is the AT partisan.
Another option would be make them T0 Main line infantry unit. They start off costing 240 Manpower and can be built at HQ. They start off with rifles and can be upgraded with HQ weapon tech to tech up to either CQB or Anti-Tank Panzershreck team. This could free up a slot in the commander abilities for something more useful to enhance partisans.
AT Partisans can spawn with AT Rifles while Regular partisans spawn with rifles. Once HQ Partisan weapon cache is upgraded they can get a free weapon upgrade to PPSH and 1 Panzershreck. AT partisans can upgrade to another Panzershreck for 50 munitions meanwhile regular partisans can upgrade to Irregulars with SVTs or can be upgraded with STGs to be more effective at long range. A third possible upgrade could be demolition partisans that can plant booby traps at points and demolition charges.
To make the mainline partisans work they need 1 more models & armor at a cost increase of 240 and have ambush camo by default. Once T3 or infantry tech is accomplished the partisans should benefit with another model for late game viability. Ill make an image of the tech tree for partisans when i get a chance.
Thats a 5 year old video and is no where near representative of the meta rn. What they need is either a reduced reinforcement cost or something to make them late-game viable.
What partisans really need is late game suitability so they don't die instantly when tanks or vet one units roll around. Once they spawn in the building they lose their surprise factor and the opponent knows dam well you went to the meme commander. In the early game if you can disrupt the enemy its fine but after that they become ineffective at their job (AT partisans are the exception). In late game there isnt a time were i've had partisans make it back from enemy lives alive after spawning in the house and coming back home full models and near full health.
For me I wouldn't mind paying 270 (plus munitions for upgrades) for the Anti-infantry partisans if they were much better in suitability, sabotage, and increased infiltration/recon abilities. Using partisans require heavy micro and should feel rewarding when you disrupt the enemy which the commander currently isnt.
*Give them interrogate ability (thematic) at Vet 1 or a detection ability since partisans should know the layout of the land that they are defending
*More Health / Armor
*Ambush Camo Bonus at Vet 1 (Currently Vet 2)
*Speed up Molotov
*Give them something to survive the late game such as body armor or health
*5th model at vet 3 to help them survive longer or give them the conscript bolster ability to add another model to the partisans at a cost (similar to the AT nade and Molotov shared Upgrade for conscripts)
This commander really needs some love and deserves some attention. Its a really unique and its sad that it dosen't see any play outside of someone being a memer. Its like picking pre-buff tachanka.
Any potential buffs to partisans to make them survive the late game? Perhaps a munition based survivals training or a 5th model at Vet3. Its really hard for them to survive past 15min Mark to be an effective disruption unit if they die really easily especially on the retreat from enemy lines. I wouldn’t mind a MP price increase if it means making them better.