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Having alpha at Tier 5 certainly isn't bad. The Howitzer in theory has exceptional alpha, but the fact that you're either shooting HE or low-pen HEAT means that you just won't get to do full damage most of the time. Armor: O. However, the multitude of weakpoints, lack of angling, etc. Even though many Tier 5 TD's don't have many more hit points, is still a very limited supply, and towards the bottom of the list.

Penetration: Very good. Very few tanks come even close to that. Only a couple of TD's surpass that pen Pz. IVc and S Regardless, your AP has more than enough penetration power to go straight through T29 hulls with relative ease. View Range: Very bad. Only the SU has worse view range, and that's only by 30m. The m view range on the StuG is really a sad joke; entirely limiting your tank's potential. Putting on camo skills will allow you to remain a very stealthy sniper. Accuracy: Best in class. Absolutely nothing comes even close to competing with you. Aiming Speed : Best in class.

Battle effectiveness: Good. It may be limited in other categories, but in comparison to the other Tier 5 TD's, this tank certainly is no laughing matter. Overall Rating:. For me, this tank is a mixed bag of emotions. On a Tier 5 tank, this is entirely ridiculously good. You can excel in long range support fire, even when shooting at Tier 7 tanks. You simply don't feel limited in that aspect.

The mobility also allows you to set up into sniping positions fairly quickly, so you'll get to shoot at what your allies spot.

On the other hand, this tank lacks one key thing - carry potential. The lack of reverse speed, limited top speed, mediocre DPM and especially the poor view range mean that this tank is simply team dependent all the way through. A team-dependent tank simply cannot carry. If your team will spot targets for you, the tank can lead them to victory even when bottom Tier. However, with the average team at such low Tiers being so incompetent, you simply cannot consistently pull good results.

There will be times when you simply hate the tank. Ultimately, the tank does what it does very well; yet it lacks flexibility and carry potential.

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The gun is great, and being bottom Tier is nothing to be afraid of. What does scare the StuG is your team. Far too often, the StuG cannot put its strong suites into usage simply because the team can't spot for you, or leaves your flank undefended. This tank will teach you how to play a long-range, supporting sniper. You need a team, it's a team-dependent tank designed for supporting its allies.

For those reading this Thread, please help me with this: Which format do you prefer? The one used in this Thread, left biased; or the one used in my MT review hyperlinked here , which was centrally biased? Please let me know! Thanks in advance! All around fun tank destroyer. So many people play this tank wrong because WG simply doesn't give any other possibilities anymore for more casual players.

They simply don't even try to use distances wisely and rush it off with a tank that can't cut it. I see StuGs in front lines dying off during the first minute of the battle and that's just wrong for the tank. Like in WWII they just simply sat in bushes and took out those KV-1s from long distances, but those kind of preferred situations are made so much harder to get now, nearly impossible with these '' balanced '' maps.

That wouldn't be problem if StuG could get out from danger but well that speed limit makes it sitting duck. I can personally destroy enemies with it as long as my ammunition holds off and that's another problem with it. Such a great gun and so limited possibilities for players to learn how to use that gun correctly thus ending up being clobbered by brawling fun.

It's still mobile enough for my playstyle, which includes trotting right along with mediums from time to time.

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It's a superb sniper, and I do still believe it has carry capabilities have done it myself recently with the Stug. I literally can't play these kinds of "sit in a bush and camp" tanks, took me wayyyy too long to get my mastery in the Stug IV. Scorp you forgot that the carry potential is also limited to the amount of rounds the Stug carries. He's actually right.

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The Stug along with almost every sniper TDs aren't very effective anymore. All the nerfs map changes, camo nerf, VR nerf, etc have nearly crippled TDs. TheNightFox, on Aug 20 - , said:. The Hetzer gets the mm a tier lower. It's a lot more armored than the Stug and can brawl up close whereas the Stug can't. The Stug is meant to be played as a Sniper. If you play up close Actually, its his nature.

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    He mainly stacks ailments onto the opponent, giving them a world of pain. His Sync Skills also feel very underwhelming. Sakura Haruno "TBA". Sakura's appears a Body-unit capable of nuking, support, and increased damage against Skill units. Her high multipliers give her the potential of extremely high damage, assuming she is boosted. Moreover, with all abilities, she heals health per turn, and gives an extra health behind.

    A solid top-tier unit - her only downside is her jutsu's hit-boxes, which are ridiculously meagre. Naruto Uzumaki "Seal of Light". The first Anniversary still lingers like a legend.

    The Ninja God and Tank Upgraded Kenneth Guthrie

    Six Paths Naruto can heal, tank, deal damage, and support. His Jutsu alone is self-sustainable for an Ultra Combo. All in all, great stats, but requires abilities and it cleverly masks his weakness - no Status Ailment inflictions. Sakura Haruno "Sheer Diligence".

    Maybe not so useless after all! Sakura in this form does everything and a bit more. She heals, tanks, gives Health Recovery Sealing and deals good damage. She does not need her abilities to be useful, and she could dish out deadly damage as soon as her Secret is ready. Very painful! Sasuke Uchiha "Seal of Shadow". The first Anniversary keeps on coming back. This Sasuke has the title for being the only unit with the longest Immobilization in the game, with abilities at 5 turns. His already very well-balanced stats, perfect Slip Damage chance, and vast range Ultimate at an 8 chakra cost makes him ideal.

    He's just an old unit. Nagato "Reunion with Hope".

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    Nagato does one thing: tank. Plop him in front of any mob and he will gladly eat every single attack, and restore his Chakra with it too. It cannot be helped, as he is only Uzumaki. Minato Namikaze "Swift Flash". Minato Namikaze always does his best for the village. His insane Multiplier-to-Chakra ratio just makes it laughable, too. His Jutsu Ignores Substitution, and Attack Weakens the opponent, while his Secret, in a perfect situation, deals 48, damage. For 6 chakra, he puts every other unit with that to shame.

    However, he is only there to deal damage.

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