You use them to ambush, cutting retreat path, bait and flank etc... The problem here is Pfuss will simply melt them before they could do anything. And Pfuss aren't obers or pgrens.
You can try the same scenario (Ass Eng running at the squad from max range) with Penals and you get the same outcome. These min 1 assault squads are just not supposed to run at more expensive (slightly in this case) squads and win. They have either more utility (sprint/repair/mines/flamethrower) or scale better (5->6 men). Im not sure what you expect here to happen? Buff them so they can run at other squads and simply beat them like 2CP 360mp Shocks? |
Sturmtiger should be 700mp 200 fuel and immobile while reloading. Repair crit should not be available when reloading and it should be able to be decrewed if hit while reloading.
Current proposed nerfs are not enough.
+1. 700 Mp is a bit too much, but currently the price is laughable. Its almost as cheap as a P4, while having the stats of a heavy. Atleast revert it back to 620/180. |
At vet0 the result is maybe subject to RNG (although all the tests I did were won by the Pfuss) but once vet kick in there is no way you can win any engagement with the AssEng.
I found it hard to believe myself until i saw it live.
Both squads get 40% bonus acc with vet, while Ass Engies get 5% more weapon cooldown reduction(25%->20%).
At max vet Pfussies have 623 effective HP, Ass Engies have 625 effective HP. I dont think veterancy changes anything.
But i havent seen Ass Engies since months. They dont seem to be viable (atleast compared to stock Rifle and there is no Calliope in their commander). |
Thats almost impossible. Atleast on average.
DPS Range 5 Range 10 Range 15
Pfussies: 38,451 29,205 22,629
Ass Engies: 67,205 67,205 20,96
Upgraded vet 0 Pfussies have 80 HP more than Ass Engies, but i dont think that turns the tide in this engagement.
Most people dont get what Pfussies are good at. They are bad long range, good but nothing special midrange (atleast compared to other upgraded midrange focused inf like bar Rifleman or Stg Volks) and have very good short range dmg for a squad without smg (which drop dmg way faster and get terrible at midrange already). And they have stupid high moving acc.
I wish the unit would be better at long range while losing some of its close range power and moving acc. So you dot have to blob move them into enemies. But here we are. |
Damn right UKF is freaking OP.
Wait.. what?
Nice straw man dude. Nothing in my comment indicates anything about the current (UKF) balance. I just stated my amusement about the latest addition of the UKF medic while the faction has 2 decent (imo better) ways of healing.
Idk why people have to stir everything up and use every chance to promote their view of things. But if you want to write some nonsense to feel better, just go ahead i guess. |
I'll return to the original point now and just summarily go over the other medic options that were conveniently not detailed in their applications in matches. Soviet healing is at a far lower cost, yes, but it is a healing factor that cannot be carried along anywhere. For 200 manpower, it's a stationary improvement. UKF medics are by far the only one with a real argument to make, as they come from essential teching and cost even less manpower (with the cost of a few popcaps) with the added bonus of being mobile. That said, the medics are a soft answer to the recent price hikes of UKF healing upgrades to squads, so if changes were made, I think it has to factor in the faction's economy first. As for the USF, the ambulance, while mobile, is extremely fragile and can be downed with little effort. The risk of having a forward ambulance destroyed is a lot more likely than a truck base.
Not that i complain much about the current medic situation, but its kinda funny how UKF, a faction which had a, (free) aoe medkits on every Section you want to and b, a med bunker which only costs 50mp more than the cheap Ost medic bunker, gets a cheaper Ambulance (than USF) for absolutly no reason lol. |
Sturmtiger is overpeforming. Stats (Elite armor is most picked doc from 2vs2 to 4vs4 while okw does fairly well in these gamemodes) and the majority of the (competent) playerbase agrees. No need for another 3 pages of useless unit/faction comparing and strawman arguments.
What should be discussed is how to nerf this unit without making it complete obsolete again. I think both changes in the last patch are fine and made the STiger viable. A cost increase (10CP and more fuel) is mandatory imo. Im not sure whether the unit needs more cooldown or a penalty while reloading (stands still, increased dmg) |
1. Access to panzerfaust from the setting up off on first truck. It should not be necessary to upgrade the truck before panzerfaust unlocks. Ostheer panzerfaust was unlocked from 0 minute for the exact same reason OKW need it unlocked from T0. This may not be as noticeable in 1v1, however, in 2v2 upwards its a problem, especially in large team games.
I dont think thats necessary. Only M3A1, WC51 and UC arrrive before the Faust gets unlocked. You can gun down M3 with 2 squads. UC and WC51 are very effective at long range, so you wont get the shit volks snare off vs any decent player.
The only thing that sucks is how long it takes to get Battlegroup up in comparison to pre patch Battlegroup.
2. If trucks are all upgraded, then get destroyed - all the upgrades should not need to be purchased again. This is just silly, needs to be fixed ASAP.
This may not be a very noticeable in 1v1, however, in every game mode above that OKW are broken for these two reasons.
These are NOT massive changes, how we got to this point for OKW is beyond me, but I guess it was in the hands of the experts.
I agree atleast with Panzer Authorization. It kinda sucks that you have to repurchase it.
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The option to choose between medic squad and repair squad in mechanized/battlegroup would solve this problem. But i guess that goes against the idea of the faction and the tech system.
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Firefly suffers from the same powercreep problem as the kingtiger. Both are alright in a vacuum, but get incredible strong with tank commander aura/heat shells. So you cant buff them without adjustment of these abilities. |