The Stug IIIe should be the SU76 counterpart. If you rely on infantry heavy tactics and you need to clear guns or emplacements, this should be the go to vehicle.
I don't mind giving it bonuses vs. garrisoned troops, but that seems like a limited upgrade.
It should have an LMG upgrade.
Dig in or hull down would not fit this units role well nor would allowing it to cap points.
Soviet vehicles can operate independently of troops, which is why they have the cap. Stugs simply cannot.
Finally giving it shock is not a great idea since it has low health. Churchills could use the shock because they could soak up damage while squishing everything in sight.
To make it better fit the roll of close artillery support, first increase the price. Make the shells have larger AOE, potentially offer a bombard area as a vet ability (or as a default ability), give it longer range, and a little more health so it can survive for slightly longer. It should still suck against vehicles, and should rely on infantry to operate properly.
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Thread: Stug III e needs some love19 Dec 2013, 22:05 PM
In: COH2 Balance |
Thread: Tactical Movement ability pricing19 Dec 2013, 18:15 PM
It's the same cost as popping smoke, or using Oorah! on four Conscript squads at once. For what it does I think it's fine, though I suppose the duration could be extended somewhat. It is just movement, it is relatively short, and if you are paying for 4 conscripts squads worth of movement and you only move one squad it is expensive. In addition, it is only found in munitions heavy docs, so having spare munitions around is not going to happen. I have seen it used only a few times. It could probably even be made free, since it comes out late (6 cps?), if it did it should be activated on a squad by squad basis. In: COH2 Balance |
Thread: Tactical Movement ability pricing19 Dec 2013, 17:42 PM
It would be better if it was more like Hurrah, so I could use it for individual squads. It generally appears in munitions heavy docs so I almost never use it, since I need the munitions for many other things. In: COH2 Balance |
Thread: Tiger Ace 18 Dec 2013, 20:59 PM
I only play 3v3 and 4v4games, and I view both Tiger Ace and SI as being underwhelming in that. Sure they are both fun, but right now I view seeing a Tiger Ace for the opposition as a sign we are gonna win. If anything Elite and SI (see the SI needs a nerf thread for more explanation) are both more annoying in team games. Why would the marked TA not just back up? And if it gets buttoned, you have what, 10 seconds to kill it? Better players will keep TA at max range and force guards to rush in and get chewed up without doing anything. Also better players will not extend the ace without tons of support. How are you supposed to get near an ace that two other tigers are supporting (in 3v3 and 4v4 games)? That is a meat grinder for Soviet armor, and really boring. In: COH2 Gameplay |
Thread: No RNG mode18 Dec 2013, 20:53 PM
I would also add crashing planes to that Greeb. I think planes should always be forced to crash off map. I have had planes kill squads numerous times, but the most egregious example was when one crashed into two ostwinds that had gotten stuck on an injured P4, it killed two of the tanks and left the other Ost with a damaged engine. In vCOH there were a lot less planes, so crashing was less common, but I hated it then too. It happens rarely, but it is extremely stupid. In: COH2 Gameplay |
Thread: Shocktroops at 1CP18 Dec 2013, 17:04 PM
Then maybe Guards are too strong...not Shocks. You have to view it from a 1v1 perspective to start with when balancing. Shocks at 1CP in 1v1 is fine. I agree that balance for this game comes at 1v1, but I am unsure at what point people were complaining that shocks were not effective enough at 1 CP (now 2). It is also unfair to say since it does not matter in 1v1, we can allow it to proceed. Opel blitz was good in 1v1, but completely ridiculous in team games. Shocks and guards in team games right now are almost game breaking. We cannot perfectly balance 1v1 and sacrifice all the other game types. In: COH2 Balance |
Thread: Thick Mud18 Dec 2013, 14:53 PM
I win matches with 1-2 tanks. I rely on infantry supported by a heavy tank to make a break through in the late game. Often times off map or on map arty is critical for me. If we are complaining about mass armor usuage I don't understand why you are complaining about Ost. Ost is often forced to go armor because Soviet tanks are so good against infantry Ost must counter with armor to slow bleed. This is beside the fact that Soviets rely on large numbers of massed tanks moving quickly to destroy Ost armor. There will always be armor in the late game, there are far more tanks in COH2 then in vCOH. The mud could be fine, but as it is used in Hill 331 it is terrible. How do you expect a tank to use either road with all the mud on it? Strategy would be, how do I use mud to my advantage when attacking and when defending. As it stands the strategy is, don't go to that area of the map and camp the road with MGs. Not exactly great strategy. Also mud can only be used defensively, what is the offensive function mud provides? This mechanic is not a terribly great addition to the game, and was applied in a very sloppy manner to Hill 331. In: Lobby |
Thread: Shocktroops at 1CP18 Dec 2013, 03:01 AM
this has nothing to do with anything but damn thats how i feel vs pgrens except no moddles are lost lol I also don't understand this. Are you saying PG's are too good and have no hard counters when they come out? You are aware Penals with flames do a good job against them and maxims just straight out stop them. Snipers bleed them dry extremely quickly. In addition, they came out at approximately the same time as shocks before. They only came out early if a German completely forgoes T1, at which point you should expect them and get snipers (or maxims if you already have T2). Also I just played some more and in every team game I played shocks and guards were deployed as the third units. This was extremely hard to counter. I tried mg's, snipers, and grens. Ultimately without a Flame HT I had no way to slow this down, and that took too long forcing me to give up all of the map. In addition, a single mine or conscript nade would force the HT off. What was the logic behind making elite troops come out sooner? In: COH2 Balance |
Thread: Shocktroops at 1CP17 Dec 2013, 21:09 PM
Why wouldn't the sniper work? If I built shocks just one squad they can't be everywhere at once and the German sniper is a good counter when you do run in too it, if he's dying that's ur fault watch cata macro his sniper he owns and he runs with g43 2 cp comes fast and it gets too the point when he encounters shocks they get overwhelmed by g43s also the soviet player is gonna have to get some kinda AT most common build is t2 t3 so there is no sniper to counter ur sniper and good forbid he go t1 and shocks then his pants are left down to a FHT I would use Ost sniper more if I could be comfortable that it could not be killed by stupid things like random mortar shots, or lucky volleys from squads. The Ost sniper is extremely squishy and although, in theory, it is the counter to Shocks, in game it fails to be so. I am competent at micro, but a good Soviet player need only use the shocks to clear out and MG and then move off the field to avoid mp drain, because at that point scripts can start to move up. Or if mp drain is a problem and shocks are hunting snipers, they can reinforce with scripts to allow them to stay on the field and do damage. So early in the game the additional armor lost is less important. Shocks and guards were fine at 2 cp's (or 1 under the old system) this should have remained so. Leave 1 cp units for units that are not stand alone great, ala the DSHK, and 2 for units that are linchpins (guards, shocks). Also by forcing Ost to go sniper you reduce Ost capping power by 1.5 units. So losing capping power to shocks is irrelevant, since you only lose 1 unit to cap as Soviet (since shocks can still cap). In: COH2 Balance |
Thread: Stug III e needs some love17 Dec 2013, 20:35 PM
If the cost was increased if could get a nice buff to stats to make it good against infantry (and buildings), and ok against light vehicles. Could make vet 1 ability bombard ground with 3 (or more) shots, giving Ost light artillery early, which would be novel and help "fit the player's play style". This was already mentioned in this thread, just stressing the point. In: COH2 Balance |
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