Sherman Proposal
Posts: 4
The smoke dischargers are the main issue here.
Looking at the Comet tank, it comes with a smoke round, that is later upgraded to a White Phosphorus round at Vet 2. It can obviously discharge a lot faster whereas the Sherman's takes time to deploy, but can cover a larger area for longer.
Historically, Shermans came equipped with smoke or WP rounds. I believe removing the smoke canister launchers and giving the Sherman the smoke round ability of the Comet (or WP preferably against the Shreck blobs) would make the tank more viable against armor. It can blind the enemy tank and advance with other Shermans to flank or make a quick getaway.
The Sherman would still keep it's versatility and be better able to support advances and have a better surviving chance against armor with this.
Posts: 2470
as far as the sherman goes, i think it's fine for a med tank, the problem is that USF generally needs units that can fight heavies or superior med tanks (Vs) and the sherman doesn't do that unless you have a blob of them, which is expensive.
Posts: 67
Most people seem to ignore the tank and even if they do build one, it's strictly for anti-inf purposes.
Most people seem to ignore the tank
it's strictly for anti-inf purposes.
Just no.
The Sherman is for a real in a good spot and USF in general are in a really good spot, I don't see why it needs a change at all.
Posts: 1664
Posts: 656
At the VERY least we should be able to fire the smoke pots without the tank stopping in place FFS.
Pretty much this. The sherman is in an excellent spot atm but having to come to a full stop to fire smoke makes the ability tedious to use and often counterproductive if you're attempting to escape from an AT gun or enemy tank.
Posts: 8154 | Subs: 2
At the VERY least we should be able to fire the smoke pots without the tank stopping in place FFS.
1- Be on the move
2- Give order to smoke
3- Immediately order to move
4- ???
5- Profit
Posts: 412
i'm not going to talk about the comet rounds until they work reliably. i have only gotten them to work once so far out of a dozen attempts.
as far as the sherman goes, i think it's fine for a med tank, the problem is that USF generally needs units that can fight heavies or superior med tanks (Vs) and the sherman doesn't do that unless you have a blob of them, which is expensive.
Good, the WP round is more broken crap from the brits. It doesn't need to be fixed because it lets the comet hard counter every unit in the game.
Posts: 2470
Good, the WP round is more broken crap from the brits. It doesn't need to be fixed because it lets the comet hard counter every unit in the game.
the WP i've never used.
Posts: 412
the WP i've never used.
Its just dumb. It lets you disable tanks (WP disables tanks) and it lets you hard counter AT guns. (WP and then the MG will quickly finish it off or the AT gun will have to constantly move thereby rendering it useless.)
Posts: 278
At the VERY least we should be able to fire the smoke pots without the tank stopping in place FFS.
That seems like it would be pretty OP with the way that infantry squishing works. Toss a smoke pot into a group, charge in and mow everybody down.
Posts: 143
Posts: 1664
That seems like it would be pretty OP with the way that infantry squishing works. Toss a smoke pot into a group, charge in and mow everybody down.
It's the same kind of "ease of use" change as letting OKW upgrade their units outside of friendly territory.
Posts: 1384
Posts: 1216
At the VERY least we should be able to fire the smoke pots without the tank stopping in place FFS.
On one hand I would agree, but you already have units that can provide smoke cover, including the M8 HMC that can do what you describe.
Giving that to Sherman as well would just mean you don't need those units to do that for you...but then again USF is like the most micro-intensive faction in the game.
Posts: 17914 | Subs: 8
At the VERY least we should be able to fire the smoke pots without the tank stopping in place FFS.
This, everything else about the tank is fine, for AT there is jackson and Sherman is great infantry support tank.
Posts: 474
Too bad no one can get vet 3 shermans because the veterancy requirement for that is like forever.
Posts: 2115 | Subs: 1
Posts: 348
1- Be on the move
2- Give order to smoke
3- Immediately order to move
4- ???
5- Profit
Micro for micro's sake is bad game design.
Posts: 8154 | Subs: 2
Micro for micro's sake is bad game design.
Agree, i'm just giving you the solution.
Posts: 348
Agree, i'm just giving you the solution.
Alright fair enough, I guess I could of been more eloquent in my response. But I feel that relic made the Sherman stop for the sole purpose of making the game more micro intensive. TBH the only thing I think should be changed with the Sherman M4A3 is this feature.
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