Great changes with the recent Commander patch guys. I'm really satisfied with the USF changes thus far.
240mm guaranteeing a howitzer kill is an awesome addition as a lot of commanders lack a call-in to counter a howitzer.
Sherman 76 is pretty powerful. I find myself using it a lot especially in team games. Please make sure to apply the same change to the Soviet lend-lease Sherman 76. They are supposed to be identical iirc (?). I did not see notes mentioning the Soviet 76 Sherman.
I'm really glad that the E8 is getting looked at. I think additional weapon accuracy and sight may be helpful compared to a .50 cal but the two upgrades are quite similar in terms of AI. A marginal power upgrade is not going to 'save' the tank. If the intent is not to give it better AI capabilities then why not just turn it into an American Panther? Similar levels of cost, armour and perhaps a CP8 requirement to block it from coming too early. Its essentially a gimped, cheaper version of a Panther already which makes it not fun to play with when going up against an actual Panther.
Anyway good change lads, I look forward to the next set of patch notes. I think there is still work to be done.
I've been thinking lately and I'm wondering how a higher frontal armour Panther with lower HP would be in the game. Its inspired with the recent change to the KV-1 and Pershing.
OKW suffers from not having enough repair squads and repairing Panthers takes a long time especially without team support and/or sweeper upgrade.
What if: The front armour of the Panther was increased and the HP was lowered. Repair times would be shorter and the unit would have to rely more heavily on its frontal armour rather than HP pool to mitigate damage. It would bounce slightly more hits but take less anti-tank shots to kill which balances itself out. The lower HP pool which should favour it in a tank destroyer role with decent AI. Ideally this balances out late game team game Panther preservation that causes a snowball effect late because of the Panthers great staying power and late-game ability to trade effectively compared to dedicated tank destroyer units with no MG. This makes it more vulnerable to flanks and pak walls while keeping its signature high bounce rate and ability to trade well (being repaired faster for more time in combat).
I'm talking increase Panther's frontal armour to King Tiger level and lower hp pool by about 1-2 med hit(s) 160-320hp. Numbers can be adjusted as needed.
Damage dealt by a pair of AT guns, even under fire, needs a rework, it currently completely destroys full health team weapons in a matter of seconds, it either needs a longer time to kill or better, only work on husks.
The amount of effort it can take sometimes to destroy team weapons for two AT guns to take all that away is a bit too strong.
I kind of like the extra accuracy on team weapons right now since it punishes out of position ATGs. Especially if they're grouped together such as in a pak wall. Pak walls are definitely a lot less durable after the change.
UKF are quite MP intensive in regards to upgrades and emplacements. They don't get their full upgrades until late game. If you rush it early then you'll be very weak.