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USF Commander Revamp 2021

30 Mar 2021, 08:44 AM
#41
avatar of Applejack

Posts: 359

USF


Rifle company rework:

0cp - M4A3E8 Sherman
1cp - Enhanced combat training
~ Riflemen can sprint and be upgraded with camouflage
2cp - Advanced infantry equipment
~ flares, Riflemen upgrades: x4 M1 carbine or x2 scoped Garand, Rear echelons can be upgraded with flamethrowers
8cp - 105mm bulldozer Sherman
10cp - White phosphorus barrage


M4A3E8 Sherman
Name changed to M4A3E8 (W)
Description changed to:
The ultimate incarnation of the Sherman, the M4A3E8 included wet ammunition racks, the 76mm high velocity gun, and HVSS suspension, improving survivability, firepower and mobility.

Changes-
HP increased to 880
Reload decreased from 6.6s-6s to 6s




880 hp is a big number given that the tank is already very mobile and has a cheap fuel cost. I like the reload change though. Anything to make the maingun more effective vs infantry.
30 Mar 2021, 12:00 PM
#42
avatar of rumartinez89

Posts: 599


Sounds good but i dont think buldozer is good option, that commander need some Arty boost because pak walls make e8 usless.

0cp - M4A3E8 Sherman
1cp - Enhanced combat training
~ Riflemen can sprint and be upgraded with camouflage
2cp - Advanced infantry equipment
~ flares, Riflemen upgrades: x4 M1 carbine or x2 scoped Garand, Rear echelons can be upgraded with flamethrowers
8cp - long range barrage for Scotts/ high exlosive barrage
10cp - White phosphorus barrage

corrected


I was wondering what the x4 M1 carbine upgrade would do? Is that a long range upgrade like the x2 scoped Garand would be. if it is that would be a very interesting and unique upgrade for the commander. I personally would like the thompson upgrade the cavalry rifleman get since it would synergize really well with sprint. The high explosive barrage for Scotts also sounds nice.
30 Mar 2021, 13:20 PM
#43
avatar of Vipper

Posts: 13496 | Subs: 1

Armor Company

General:
A decent commander that simply outshined by other commanders. If one want a stronger versions of the Sherman one can go dozer upgrade that has good AI and AT, if one need CQB units one can use ranges/paras/Cav riflemen, if one want off map TOT is better.

Suggestions:

Assault Engineers
A good unit combining fighting capabilities and utility.

As many CQB units lose combat capability after a while an issue that could fix by lowering reinforcement cost (even offered as vet bonus) and/or adding a ability similar to "diversion" (ostheer officer).

As a CP 0 unit should become builabe from HQ instead of call-in since CP 0 call-in units timing is greatly depended on maps.

The unit could get an ability that allows to dismantle tank traps/trenches.

Destroy cover should be removed from the unit. The ability might be ok for UKF in order to have an easier time placing emplacements but it allow (early) map manipulation and destroys map design. At the very least it should get MU cost and much longer CD (similar to Ro.R) so that is not spamable. The unit does need 2 vet 1 (pls two vet bonuses at vet 1) abilities.

Plant demolition could have their cost reduce to 30 and become always visible to make them affordable to use but not cheesy.

One could consider adding sandbag to unit.

Elite Vehicle Crews Upgrade
The ability should change name since it not an upgrade.

The Thompson it provides for crew can only be used in a cheesy way and if they where to be removed no one would missed them.

The lower XP value for vehicles is impact even at early game and one imo not sure if it the best design as passive ability. Personally I would rather see the ability changed to allow vehicles an extra level of veterancy or some other bonus.

M10 'Wolverine' Tank Destroyer

Although the unit is good one has little reason to use now that it comes from the same build as M36. It also does not feel in anyway "elite".

Unit could be designed more for a "flaking" role. Changes could include, faster base turret rotation (lower the vet 2 bonus) some resilience to snare with share causing a "weapon disable/blind" at 25% threshold and actual engine damage at lower threshold.

HAVP shells could be replaced by "radio net bonus".

105mm Bulldozer Sherman

The unit has little reason to be a call-in could become build able from HQ with a CP restriction similar to super heavies. The unit suffer mostly because the dozer upgrade is far better.

There are some changes that I would like to see. One could try the following. Tone down the AOE and increase the speed projectile/range so that it now work similar to HE Sherman making a superior option vs heavily armored target due to deflection damage/durability.

Add an ability allowing indirect fire support. That could be either a 3 shot barrage or an ability allowing user to fire a manualy aim a shot at longer range.

One could even experiment with turning the unit into infatry support vehicle by providing aura bonuses similar to KV-8.
Or
even go further following the croc design and making the unit limited to (1-2) as durable (for USF standards tank)

M10 'Wolverine' Tank Destroyer
105mm Bulldozer Sherman
This combination made some sense when it allowed the commander to skip Major. Since that is no longer the case imo it would be better if both units where moved to other commander.

M10 could easily fit a "mechanized" commander that focuses in early vehicle while Dozer fit the Rifle company as an infantry support tank.

One can easily bring Easy8 to this commander as the unit feel more "elite"

240mm Howitzer Barrage
The ability does not fit the commander theme, best choice would probably be to swap the ability with TOT from infatry where it fits better while increasing the viability of this commander with adding an ability suited in taking out enemy strong points.

Important notice:
The ability need to have much higher friendly fire damage.
30 Mar 2021, 14:20 PM
#44
avatar of rumartinez89

Posts: 599

jump backJump back to quoted post30 Mar 2021, 13:20 PMVipper
Armor Company

General:
A decent commander that simply outshined by other commanders. If one want a stronger versions of the Sherman one can go dozer upgrade that has good AI and AT, if one need CQB units one can use ranges/paras/Cav riflemen, if one want off map TOT is better.

Suggestions:

Assault Engineers
A good unit combining fighting capabilities and utility.

As many CQB units lose combat capability after a while an issue that could fix by lowering reinforcement cost (even offered as vet bonus) and/or adding a ability similar to "diversion" (ostheer officer).

As a CP 0 unit should become builabe from HQ instead of call-in since CP 0 call-in units timing is greatly depended on maps.

The unit could get an ability that allows to dismantle tank traps/trenches.

Destroy cover should be removed from the unit. The ability might be ok for UKF in order to have an easier time placing emplacements but it allow (early) map manipulation and destroys map design. At the very least it should get MU cost and much longer CD (similar to Ro.R) so that is not spamable. The unit does need 2 vet 1 (pls two vet bonuses at vet 1) abilities.

Plant demolition could have their cost reduce to 30 and become always visible to make them affordable to use but not cheesy.

One could consider adding sandbag to unit.

Elite Vehicle Crews Upgrade
The ability should change name since it not an upgrade.

The Thompson it provides for crew can only be used in a cheesy way and if they where to be removed no one would missed them.

The lower XP value for vehicles is impact even at early game and one imo not sure if it the best design as passive ability. Personally I would rather see the ability changed to allow vehicles an extra level of veterancy or some other bonus.

M10 'Wolverine' Tank Destroyer

Although the unit is good one has little reason to use now that it comes from the same build as M36. It also does not feel in anyway "elite".

Unit could be designed more for a "flaking" role. Changes could include, faster base turret rotation (lower the vet 2 bonus) some resilience to snare with share causing a "weapon disable/blind" at 25% threshold and actual engine damage at lower threshold.

HAVP shells could be replaced by "radio net bonus".

105mm Bulldozer Sherman

The unit has little reason to be a call-in could become build able from HQ with a CP restriction similar to super heavies. The unit suffer mostly because the dozer upgrade is far better.

There are some changes that I would like to see. One could try the following. Tone down the AOE and increase the speed projectile/range so that it now work similar to HE Sherman making a superior option vs heavily armored target due to deflection damage/durability.

Add an ability allowing indirect fire support. That could be either a 3 shot barrage or an ability allowing user to fire a manualy aim a shot at longer range.

One could even experiment with turning the unit into infatry support vehicle by providing aura bonuses similar to KV-8.
Or
even go further following the croc design and making the unit limited to (1-2) as durable (for USF standards tank)

M10 'Wolverine' Tank Destroyer
105mm Bulldozer Sherman
This combination made some sense when it allowed the commander to skip Major. Since that is no longer the case imo it would be better if both units where moved to other commander.

M10 could easily fit a "mechanized" commander that focuses in early vehicle while Dozer fit the Rifle company as an infantry support tank.

240mm Howitzer Barrage
The ability does not fit the commander theme, best choice would probably be to swap the ability with TOT from infatry where it fits better while increasing the viability of this commander with adding an ability suited in taking out enemy strong points.

Important notice:
The ability need to have much higher friendly fire damage.

I like your thoughts on the vehicle crew, it would be cool to get vet4. What do you think about elite crews making all Vet 1 abilities immediately unlocked.
30 Mar 2021, 15:56 PM
#45
avatar of blancat

Posts: 810

I wish only users who really play USF would propose to revamp the USF Commander

Infantry company - DO NOT TOUCH ANYMORE



Rifle company

0cp) Assault engineer - new
0cp) Ez8 - rework
0cp) Rifle field defenses - same

2cp) Veteran sergeant(passive)
-Veteran sergeant can now be added to the officer squad
-All officer squad can use super bazooka(airborn, ranger's) when they grab the bazooka
-lieutenant squad can use "focus fire"
-"focus fire" : Mark the enemy, target gets debuff(-20% RA, 20s, 35muni)
-Captain squad can use "Hold the line!"(same as USSR commissar skill)
-Major squad now increase 1 more man(4-man squad)

-Rifleman squad can use sprint and flare
-squad size is same

6cp) White phosphorous smoke barrage
130muni -> 100muni

Ez8
There are 2 options
1) Integrates the 76mm Sherman and Ez8
Cannon stat is 76mm
HP and armor stat is Ez8
Mobility stat is 76mm
Cost is Ez8

2) Buff the Ez8
buff accel speed
Reload time : 6~6.6 -> 5.3
penetration : 200/165/155 -> 200/180/165
add +25% penetration bonus in Vet 3



Airborn Company
P-47 CAS : dmg 65 ->80, cost 240->220 muni




Armor Company
105mm bulldozer -> M26 Pershing
M10 Wolverine - CP 6 call-in vehicle(dont need major)

The USF has only one commander who can call-in Pershing, so we need to increase the chances of using more pershing.



Urban assault Company
Sherman assault kit -> 105mm bulldozer




Recon support Company
M8 greyhound : 4cp->3cp
add +20 cannon dmg in Vet 1


30 Mar 2021, 18:02 PM
#46
avatar of Vipper

Posts: 13496 | Subs: 1


I like your thoughts on the vehicle crew, it would be cool to get vet4.

Thank you.


What do you think about elite crews making all Vet 1 abilities immediately unlocked.


In most cases I think it would be alright in the case to Radio net and HVAP it will probably be too much. These abilities can be very powerful.
30 Mar 2021, 18:06 PM
#47
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post30 Mar 2021, 15:56 PMblancat
I wish only users who really play USF would propose to revamp the USF Commander

Infantry company - DO NOT TOUCH ANYMORE


Infantry company simply needs to lose TOT. The ability is extremely cost efficient can, be used to delete enemy Lefh and to delete enemy truck with a barrage from Priest. That is simply too much utility for single commander.
(See Ele/ISU).
30 Mar 2021, 19:26 PM
#48
avatar of SupremeStefan

Posts: 1220

jump backJump back to quoted post30 Mar 2021, 18:06 PMVipper

Infantry company simply needs to lose TOT. The ability is extremely cost efficient can, be used to delete enemy Lefh and to delete enemy truck with a barrage from Priest. That is simply too much utility for single commander.
(See Ele/ISU).
nope
30 Mar 2021, 19:45 PM
#49
avatar of Vipper

Posts: 13496 | Subs: 1

nope

Yep

The change will make other commander more viable in larger mod. Having to use Priest in 4vs4 is boring for all sides.
30 Mar 2021, 20:35 PM
#50
avatar of pvtgooner

Posts: 359

jump backJump back to quoted post30 Mar 2021, 19:45 PMVipper

Yep

The change will make other commander more viable in larger mod. Having to use Priest in 4vs4 is boring for all sides.


Nope. People have been saying LefH is fine because recon and offmap combo, but now offmap is too much to be in a commander with Priest? Which is not even a good offmap lol?

Stop vipper, please stop making threads on USF commander revamp and spamming nerf ideas. Its super transparent. None of us are in OKW/Wehr threads giving suggestions to nerf all the commanders they have, please don't do that here.

Also what are you talking about USF forced to go priest in 4v4. Most people are going UA or Tactical Support now. The priest has been getting slapped by CB for awhile so if you have to choose a unit to use thats likely to get slapped, youre gonna go with calliope.
30 Mar 2021, 21:37 PM
#51
avatar of KiwiBirb

Posts: 789

jump backJump back to quoted post30 Mar 2021, 18:06 PMVipper

Infantry company simply needs to lose TOT. The ability is extremely cost efficient can, be used to delete enemy Lefh and to delete enemy truck with a barrage from Priest. That is simply too much utility for single commander.
(See Ele/ISU).


I don’t think it needs to loose TOT per se, just a cost increase to be more in line with other anti howitzer abilities
30 Mar 2021, 21:42 PM
#52
avatar of Applejack

Posts: 359

jump backJump back to quoted post30 Mar 2021, 13:20 PMVipper
Armor Company

General:
A decent commander that simply outshined by other commanders. If one want a stronger versions of the Sherman one can go dozer upgrade that has good AI and AT, if one need CQB units one can use ranges/paras/Cav riflemen, if one want off map TOT is better.

Suggestions:

Assault Engineers
A good unit combining fighting capabilities and utility.

As many CQB units lose combat capability after a while an issue that could fix by lowering reinforcement cost (even offered as vet bonus) and/or adding a ability similar to "diversion" (ostheer officer).

As a CP 0 unit should become builabe from HQ instead of call-in since CP 0 call-in units timing is greatly depended on maps.

The unit could get an ability that allows to dismantle tank traps/trenches.

Destroy cover should be removed from the unit. The ability might be ok for UKF in order to have an easier time placing emplacements but it allow (early) map manipulation and destroys map design. At the very least it should get MU cost and much longer CD (similar to Ro.R) so that is not spamable. The unit does need 2 vet 1 (pls two vet bonuses at vet 1) abilities.

Plant demolition could have their cost reduce to 30 and become always visible to make them affordable to use but not cheesy.

One could consider adding sandbag to unit.

Elite Vehicle Crews Upgrade
The ability should change name since it not an upgrade.

The Thompson it provides for crew can only be used in a cheesy way and if they where to be removed no one would missed them.

The lower XP value for vehicles is impact even at early game and one imo not sure if it the best design as passive ability. Personally I would rather see the ability changed to allow vehicles an extra level of veterancy or some other bonus.

M10 'Wolverine' Tank Destroyer

Although the unit is good one has little reason to use now that it comes from the same build as M36. It also does not feel in anyway "elite".

Unit could be designed more for a "flaking" role. Changes could include, faster base turret rotation (lower the vet 2 bonus) some resilience to snare with share causing a "weapon disable/blind" at 25% threshold and actual engine damage at lower threshold.

HAVP shells could be replaced by "radio net bonus".

105mm Bulldozer Sherman

The unit has little reason to be a call-in could become build able from HQ with a CP restriction similar to super heavies. The unit suffer mostly because the dozer upgrade is far better.

There are some changes that I would like to see. One could try the following. Tone down the AOE and increase the speed projectile/range so that it now work similar to HE Sherman making a superior option vs heavily armored target due to deflection damage/durability.

Add an ability allowing indirect fire support. That could be either a 3 shot barrage or an ability allowing user to fire a manualy aim a shot at longer range.

One could even experiment with turning the unit into infatry support vehicle by providing aura bonuses similar to KV-8.
Or
even go further following the croc design and making the unit limited to (1-2) as durable (for USF standards tank)

M10 'Wolverine' Tank Destroyer
105mm Bulldozer Sherman
This combination made some sense when it allowed the commander to skip Major. Since that is no longer the case imo it would be better if both units where moved to other commander.

M10 could easily fit a "mechanized" commander that focuses in early vehicle while Dozer fit the Rifle company as an infantry support tank.

One can easily bring Easy8 to this commander as the unit feel more "elite"

240mm Howitzer Barrage
The ability does not fit the commander theme, best choice would probably be to swap the ability with TOT from infatry where it fits better while increasing the viability of this commander with adding an ability suited in taking out enemy strong points.

Important notice:
The ability need to have much higher friendly fire damage.


Elite vehicle crews allows the vehicle crew to repair faster which can further be improved by vet. Its one of the stronger doctrines on Armour Commander. Thompsons are just a symbol that differentiates them from normal vehicle crews.

The M10 is more of a cheaper version of the M36. With less range and pen but also at a significantly cheaper fuel cost. I think its in a good spot right now as an expendable flanking tank.

240mm Howitzer however, I agree needs to be changed in some way. Its really mediocre for its cost. Easily avoidable and ineffective overall.
30 Mar 2021, 22:23 PM
#53
avatar of Vipper

Posts: 13496 | Subs: 1



I don’t think it needs to loose TOT per se, just a cost increase to be more in line with other anti howitzer abilities

Moving TOT to another commander would make other commander able to deal with trucks/LeFH increasing commander variety.
30 Mar 2021, 22:32 PM
#54
avatar of Vipper

Posts: 13496 | Subs: 1



Nope. People have been saying LefH is fine because recon and offmap combo, but now offmap is too much to be in a commander with Priest?

Priest can counter LeFH moving TOT to another Commander will another option in commander choice.


Which is not even a good offmap lol?

In your opinion make TOT "not good off map?"
Cost? CP? damage? scatter?


Stop vipper, please stop making threads on USF commander revamp and spamming nerf ideas. Its super transparent. None of us are in OKW/Wehr threads giving suggestions to nerf all the commanders they have, please don't do that here.

Pls stop personal comments, feel free to make your own suggestion instead.


Also what are you talking about USF forced to go priest in 4v4. Most people are going UA or Tactical Support now. The priest has been getting slapped by CB for awhile so if you have to choose a unit to use thats likely to get slapped, youre gonna go with calliope.

Infantry commander commander is better at dealing with Track/LeFH than calliopes so if people do not use infatry commander they do have little trouble dealing with truck and LeFH so moving TOT to another commander should cause any issues.
30 Mar 2021, 22:35 PM
#55
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post30 Mar 2021, 18:06 PMVipper

Infantry company simply needs to lose TOT. The ability is extremely cost efficient can, be used to delete enemy Lefh and to delete enemy truck with a barrage from Priest. That is simply too much utility for single commander.
(See Ele/ISU).

There is nothing wrong if offmap needs a unit to finish the job.
Infantry company does not "need to lose" anything.
There is no such thing as "too much utility for a single commander" if the commander is focused on providing utility, if you disagree, I expect to see nerf luftwaffe supply doctrine in multiple ways from you soon, because its insane how much utility that commander is providing.

Also, infantry commander, seems like you do not seem to be aware of it, does not provide equivalent of ISU/ele to USF.
30 Mar 2021, 23:10 PM
#58
avatar of general_gawain

Posts: 919


The M10 is more of a cheaper version of the M36. With less range and pen but also at a significantly cheaper fuel cost. I think its in a good spot right now as an expendable flanking tank.


M10 isn't a flanking tank although "Flanking" Speed tries to make you believe in that.
30 Mar 2021, 23:11 PM
#59
avatar of MarkedRaptor

Posts: 320

jump backJump back to quoted post30 Mar 2021, 22:32 PMVipper

Infantry commander commander is better at dealing with Track/LeFH than calliopes so if people do not use infatry commander they do have little trouble dealing with truck and LeFH so moving TOT to another commander should cause any issues.


Vippers, in your ideal world how exactly is a USF supposed to counter an LEFH or even the trucks? If your opponent puts up his trucks, there should be an inherent risk of it dying. He should not get out of jail free cards for taking a risk. Infantry Company imo isn't really that good anymore, and forcing him to lock in that choice would require

A. That he KNOWS you are going Lefh artillery gun.
B. That he KNOWS you locked in a commander of that choice.
C. That the match and situation will play out to his advantage.

If he does not instantly lock in infantry company, he is not building sandbags nor using early game tools of that commander. If he did choose that commander he made the sacrifice of not having elite infantry/tanks for later on in the game. Also Also the major has to use planes to even spot the Lefh (using teammates should not be a discussion) and then drop 4 bars worth of munitions on it.


On the USF commanders

The problem with USF commanders now, is that they were made at a time when USF purposely had holes in their army or playstyle to balance out the advantages they had inherently.

They could not build mines/sandbags = Field Training
They had no mortar = Mortar Halftrack
They had no indirect Fire = Priest

So Infantry Company provided that. Airborne provided you with elite troops, scouts, and allowed you to "skip" trees.

Now with a lot of their strengths gutted and re-balanced their commanders (and faction) just feel weird to me. They don't serve any strategic choice that commanders should provide or playstyle changes (see my profile image for ostheer change in playstyle).

I guess the question should be asked is now that they are eradicating holes, is it ok for commmanders to offer diverse playstyles and flavor or are they just sprinkles on top of your faction? Like maybe I would like using a primary force of airborne with pathfinders(not feasible at current strengths and CP requirements) and have a whole playstyle around that. Probably too late in the games life cycle for that kind of changing faction playstyles.

If commanders are supposed to add "sprinkles", USF feels way too incomplete of a faction right now to add flavor to it. Some units straight up have no purpose and are not used, and some just contradict each other. Pretty telling that a large majority of the time going captain is utterly pointless when I felt LT/CAPT was an interesting choice back in the day.

PS: I think Ostheer has some really great commander designs.
31 Mar 2021, 00:40 AM
#60
avatar of Applejack

Posts: 359



M10 isn't a flanking tank although "Flanking" Speed tries to make you believe in that.


Its a versatile tank that has the option of acting as a flanking tank or deep diver to take out enemy rocket artillery. Even if you don't use it as such, the option is there. I don't recall how much the M10 was (85 fuel maybe?) for 85 fuel, good speed and one shot killing rocket artillery is very powerful.

The core design of the tank is supposed to cheap and fast. It has the ability to supplement its speed.

The fact that you can get 2 M10s out for the price of 1 M36 +some odd fuel (?35) fuel is a testament to its strength.

The original post I responded to wanted to change the M10 drastically but I argue that it is already very powerful.
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