Try a vet 3 sherman 76 with radio net III and combined arms it might change your mind.
Its not "sherman ace".
It needs somehow to get to vet3, which is rather rare occurrence for non T34/76 med tank.
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Try a vet 3 sherman 76 with radio net III and combined arms it might change your mind.
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+1 but Better have doctrinal mortar than none.
About the German infantry - don't see Tiger in that specific commander. Tigers were in german tank divisions and this doctrine should show the simple german infantry divisions, without any mechanic support, basic mainline infantry (5 men squads fits perfectly). I would see more indirect support like the ISG but the more powerful kinda like the old one before few patches ago OR panzerbushe AT package to fight light vehicule rushes (although it could be too much ammo intensive then).
Tiger is already common in many good commanders so don't see need to put him here.
UKF does have one 'mobile' indirect fire tool: the Base Howitzers. Maybe a cheap, rapid light barrage added to Section Flares would go a long way to helping out? Or a free smoke barrage for displacing MGs? All sharing the global cooldown, of course.
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Its not "sherman ace".
It needs somehow to get to vet3, which is rather rare occurrence for non T34/76 med tank.
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It get to vet 3 quite often. In addition the argument makes no sense. A unit should be balanced at all vet level not just vet 0.
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You have a point however, I think everybody that is actively playing UKF would rather appreciate something 'mobile' as you say that can work without the use of another unit, as in independently.
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Yes.
And can you guess what we call units that don't perform at vet0 compared to stock alternatives?
M4C doesn't have a place in USF roster, regardless of vet bonuses it might or might not achieve and even then, it should perform accordingly to make it appealing over stock M4.
It is a nice alternative for T34, but not M4.
EZ8 would be a much better choice then trying to make M4C appealing.
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I'm more thinking what we could actually get. A nondoctrinal indirect-fire weapon team for UKF has been pretty much ruled out, but reworking the Pyrotechnic Section is something that might be able to happen.
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UKF does have one 'mobile' indirect fire tool: the Base Howitzers. Maybe a cheap, rapid light barrage added to Section Flares would go a long way to helping out? Or a free smoke barrage for displacing MGs? All sharing the global cooldown, of course.
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Swapping the 76mm for the Easy8 would certainly make that commander more attractive to use.
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I've had an opportunity to play a few more matches with the Mechanized Company and come up with some feedback for that commander. Overall it feels like it has more of a theme and a purpose than the Armor Company commander, and in its current state, I definitely prefer it.
Mechanized Company
Mortar Halftrack - Removed: I like the mortar halftrack. I don't know how well it fits with this commander because 1-2 mortar halftracks plus a regular M3 halftrack may be too much to invest in light vehicles. Especially considering their life expectancy. However light vehicle options seem to be the theme for this commander, so perhaps it should stay.
WC-51: This is another unit that I really like, but it feels a little weird in it's current form. One of the things I struggle with the most as the Americans in the current patch is MG spam. Especially on maps with lots of choke points. I had limited success using the WC-51 to flank MG's and in general level the playing field in the first 2-3 minutes of the game.
However, I'm not completely satisfied with it's performance. In order for it to be useful for anything prior to being able to upgrade the MG, you need to put a squad in it. I suppose RE could be used, but you have to sit and wait so long for them to do any amount of damage that you risk losing the truck. Putting a rifle squad in it is also an option, but now you've got 480mp devoted to a single unit right out of the gate. One micro mistake could easily spell disaster.
I think this unit could use some additional tuning.
Refit and Refuel: I never liked this ability to begin with, and I like it even less now. It is entirely counter-intuitive to the nature of the game. The idea is to preserve your units as long as possible, that's the whole point of providing veterancy and useful abilities to even the most basic units. I understand the idea behind the ability, but in practice it's not very good. The idea seems to be to get a partial refund for vehicles that have outlasted their usefulness. The only vehicle that I can think of this being applicable to would be the WC-51, but even it has been granted abilities that are extremely useful later in the game. Even if you do withdraw it, you get a refund of 150mp. Hardly worth an entire commander ability.
The M3 halftrack allows you to reinforce your units once it's no longer useful as the bazooka bus. It could also be used to back cap with a squad in it.
I would recommend this commander ability be replaced with something else entirely.
Combined Arms: I think this makes a nice addition to the commander. It's one of the only global abilities that I actually enjoy using. With that said, I think there are unintended consequences of combining this with the current iteration of the Sherman 76mm.
76mm Sherman: I like this unit. I also like the regular Sherman. The ability to upgrade the regular Sherman that is attached to this ability is confusing. Without knowing exactly what stats a bulldozer actually changes for the regular Sherman, I'm not sure why I would want to build a regular Sherman and upgrade it instead of just building a 76mm.
Maybe this could be moved to the Armor Company commander and then that commander could be renamed Bulldozer Company
Seriously though, the elephant in the room is that this unit is quite possibly broken. As soon as people figure out that this thing is a 76mm machine gun, I can see it being abused. With even just 1 rank of veterancy and a halftrack with an infantry unit inside of it nearby, things can get wild really fast with combined arms running.
Because of this, I think this unit needs additional tuning or to be replaced, unfortunately. I hesitate to recommend that because I do like the unit otherwise. Dropping the Easy 8 in here would be the quick fix.
Raid Tactics: I do not like this ability for the USF. As others have pointed out, you will very likely have a squad of infantry inside one of your light vehicles. Especially with this commander. There are very few exceptions to this, and not enough to make this worth an ability slot on a commander.
M3 Halftrack: This is another unit that I really like that has a bizarre quirk. I would actually prefer a regular vehicle crew and an empty halftrack instead of Assault Engineers for one simple reason. When you disembark the vehicle with Assault Engineers, they do not start automatically repairing the vehicle. How is it even possible to use the Assault Engineers unless you swap them with RE? The same RE that you will have very likely given bazookas at this point. I think either put a regular vehicle crew back in and leave the ability otherwise unchanged, or put a regular vehicle crew in and add Assault Engineers to the back of the vehicle. I think that's how it used to work anyways.
Final thoughts
I really like the idea of allowing the M3 and WC-51 to be built in the barracks after this commander has been selected. As someone else pointed out, the WC-51 kind of jams up the production queue, but it's not the end of the world.
I'd like to see Raid and Withdraw replaced with other abilities. Possibly by bringing back the Mortar Halftrack or the 155mm artillery barrage. I think the 76mm Sherman needs some kind of adjustment to prevent abuse. I'm confused by the bizarre quirks of the M3 and the standard Sherman in this commander.
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I actually have an idea on how to keep the mortar HT, just make it an upgrade for the regular M3 HT.
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The current implementation of Refit and Refuel is a bit weird. One does not have information of what he is getting back for refitting a unit and the ability can be exploited.
I would suggest a redesign so instead of resources one could get a higher vehicle (maybe with a crew of half XP?). For instance WC-51 can be refitted for a M3, M3 can be refitted for M-21 MHT (or even M-20 to greyhound).
Now one can invest in little vehicles that progressively get better and have access to all vehicles without using any other slots.
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It is wierd
imagine for a new player that implementation of "higher vehicule" could be confusing as well. Where would it be a description (i mean you would have to write down every possible scenerio)- plus what about a abandone tanks? Sounds good but it could end up really confusing for a players.
But it's common in this game that stats and values are hidden from a player...
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The current implementation of Refit and Refuel is a bit weird. One does not have information of what he is getting back for refitting a unit and the ability can be exploited.
I would suggest a redesign so instead of resources one could get a higher vehicle (maybe with a crew of half XP?). For instance WC-51 can be refitted for a M3, M3 can be refitted for M-21 MHT (or even M-20 to greyhound).
Now one can invest in little vehicles that progressively get better and have access to all vehicles without using any other slots.
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The current implementation of Refit and Refuel is a bit weird. One does not have information of what he is getting back for refitting a unit and the ability can be exploited.
I would suggest a redesign so instead of resources one could get a higher vehicle (maybe with a crew of half XP?). For instance WC-51 can be refitted for a M3, M3 can be refitted for M-21 MHT (or even M-20 to greyhound).
Now one can invest in little vehicles that progressively get better and have access to all vehicles without using any other slots.
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