USF WC51 commander
Posts: 64
Permanently Bannedthe half tracks are just a waste of commander slots with no refit, they expend their use pretty fast as lategame ends near and the sherman feels a little overpriced compared to an easy 8.
Well apparently the WC51 can call in artillery if you tech to T4, but who has one alive by then really? I would much rather have the old arty call in or even a generic time on target arty than having to micro a paper car around.
Posts: 1954
I wasn't aware the balance "rework" in regards to this commander was to make it even more useless than it already was. Why was withdraw and refit removed? Right now you purchase a WC51 that can't even cap like a kubel or even shoot things (yes apparently it's not allowed a weapon unless you spend 60muni...) then after 3-4 mins it obviously dies from a brisk wind or god forbid a 222. Yes that's right, the 222 terminator wagon has the same manpower cost as your toy jeep with no gun.
the half tracks are just a waste of commander slots with no refit, they expend their use pretty fast as lategame ends near and the sherman feels a little overpriced compared to an easy 8.
Well apparently the WC51 can call in artillery if you tech to T4, but who has one alive by then really? I would much rather have the old arty call in or even a generic time on target arty than having to micro a paper car around.
I've tried the WC51 in the present patch. It has too short of a range to be of any use. You only keep it alive by keeping it well back of everything and diving in when there is nothing likely to shoot at it.
The dozer upgrade isn't that useful, especially given that your paper-armored Sherman has only a few more hitpoints and is now even slower. Lastly, paying 135 fuel for a 640 HP up-gunned Sherman isn't that great either.
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*but against Ostheer that volley of faust will come hitting you pretty quick.
Posts: 310
On the other hand, the Halftrack is pretty strong too. It has better firepower (MG + 2 riflemen squads) and you just roll and gun (instead of run and gun). Axis machine guns? Never heard of them
All in all, this Commander is about rolling and gunning, because who wants to play with static defenses?
Posts: 37
Right now you purchase a WC51 that can't even cap like a kubel or even shoot things (yes apparently it's not allowed a weapon unless you spend 60muni...) then after 3-4 mins it obviously dies from a brisk wind or god forbid a 222. Yes that's right, the 222 terminator wagon has the same manpower cost as your toy jeep with no gun.
Well, it can cap if you disembark the crew. As regards the 222, it is more of an issue of a rather ridiculous 222 pricing (hello, 260MP universal carrier and 340MP M20) than the WC51 itself.
What could help this commander would be to change the 'vehicles can cap quickly' ability to that British 'everything can cap quickly.'
Posts: 310
Well, it can cap if you disembark the crew. As regards the 222, it is more of an issue of a rather ridiculous 222 pricing (hello, 260MP universal carrier and 340MP M20) than the WC51 itself.
What could help this commander would be to change the 'vehicles can cap quickly' ability to that British 'everything can cap quickly.'
It can also cap with a squad in it.
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only pointing out the MP cost of the 222 is very stupid want to see a similar example ?
"why do my ober cost soo much compared to a mg team?" "mmmhhh hello why is the cheap ass su 76 beating my ostwind ?"
other expale t 70 same cost as UC or even the stuart that cost 270 mp, even less than a rifle squad
Posts: 3260
Giving the WC51 it’s gun back for free and a range bonus would be nice too. It would solidify it as a harassment tool.
In a way the gun was never free. The WC51 used to have a fuel cost. The gun now costs munitions and is optional.
they should have just let the sherman upgrade to 76 m guns (the base one)
It's a separate tank because they can't swap the model out.
What they should have done is used the existing Sherman E8, but apparently variety was more important than a good tank.
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