I agree, this tank's offensive abilities are among the worst in the game even when looking at tanks that are 2/3 the price.
Buffing the mg is probably the most effective solution. It's decent vs tanks but terrible vs infantry and if you adjust the AOE that can make it a squad wipe. Nice even MG damage is the safest way to make it effective but not annoying. The T34 was terrible until the hull mg was buffed and th KV1 has essentially the same offensive stats as that terrible t34.
Currently tanks have higher penetration based on how close they are, You need to quantify what the difference in this proposal is from the current system for anybody to reasonably asses it.
It can be difficult to right click on units and change targets, if you don't have the handbrake on it may turn the entire vehicle and lose firepower even if the target is already within the autocannon arc.
The same patch where the handbrake was added and vehicle pathing was changed this unit became harder to micro and less responsive, Previously it would not turn if the designated target was within the autocannon arc, it would stand and shoot.
It totally needs to be improved especially considering it was significantly nerfed when then USF tiers were changed, It's not significantly stronger than a quad but it requires significantly more user input to perform.
The unit needs to know when it can turn it's turret and when it must turn it's wheels to target something considering it loses firepower when it drives to face an enemy.
If Sturmpios could have a shrek and a sweeper, the 70 muni cost would be more valid.
IMO there is no reason why "basic" engineers like Royal Engineers and Rear Echelons can have weapon upgrades and a sweeper while "elite" sturmpios can not.
Typically as ostheer(okw is harder but go stuka seems the best bet), you want to focus on a big t1 to break such a position, unless you want to play risky with an early light vehicle. Many mortars, grens and mgs will do the most to advance your cause but require diligent micro and unit pres. You will need a pak from t2, but I would skip t3 vs an entrenched foe. 2 at guns will decimate a p4/ostwind or mitigate it to repairs frequently. Panzerwerfers are pretty much necessary or if you see no counter to the LEFH you can try that (Comes late at 8 cps for midgame though) and panthers are incredibly durable late game AT. Brumbars totally win the infantry game if you can keep it alive and support it with infantry, t4 is always a goal for ostheer. I do find you may need help vs Tds though, but there are commanders that can help
I would try try to get a commander that can help with the early game. Abilities such as ambush camo's sprint can keep units on the field longer or quickly flank mgs. Panzer tactician can make a flame ht live much longer and enhance your tanks lategame. I typically bring Storm, Blitz and Jaeger infantry. Storm counters arty with a smoke drop and Stuka dive bomb combo. Jaeger infantry b/c getting infantry that can sprint and fire g43s on the move is great vs mgs to flank and mortars to that shoot at fixed positions. Blitzkreig is a good panzer tactician doc as it has JU87 for late game and a sprint with tactical movement. The Command tank wont delete infantry like the brumbar but it's less popcap and can do more to support panthers and infantry with the aura.
But if your opponents are coordinated your team better be, or you may not stand much of a chance anyways
Originally it had 1000 penetration so it did do engine damage all the time, but that was deemed too strong so they nerfed it
Edit: found the patch note:
"Currently, ram is being used as a crowd control measure to disable other vehicles. The intent isn’t for a full health T34 to ram other vehicles; instead, ram should be used when the T34 is near death to highlight its usage as a last resort type ability.
No longer causes instant main gun destroyed critical
Now has a chance to cause one of the follow criticals to occur: light engine damage, heavy engine damage, immobilization, or main gun destroyed. The chance is weighed such that light engine damage has the highest occurrence where main gun destroyed has the lowest."
If the t-34 becomes useless the ability has to be incredibly strong or it must be something used as a last resort
Pathfinders have 5% increased sight range and 2% increased accuracy.
Does this bulletin still exists in the game? or no? i dont want to give 20 euro to buy ardennes assault if it doesnt exists since i play only multiplayer tyvm
I can currently equip it in a USF game, but I would only recommend buying it if you want to play it
You raise alot of good points, particularly about how average they are before an upgrade. I think 1 without upgrades would be fair, or 2 cp without barriers to upgrades. If you do 1 cp people would do alot of no rifle builds so it would be interesting to see how that plays out.
I've played a couple of games since then so I cannot do it right now, but I'll make sure to upload a replay if a game like that happens again.
The biggest problem early game in my eyes is that I have simply less infantry power than the Ostheer player. When I get my first penal the OH player has 1 gren, MG42 and pioneers when I only have 2 combat engineers (which are nowhere near as effective at combat as pioneers) and a penal squad.
By the time the scout car comes out the OH player is likely to have another squad of grens/AssGrens out to cover the MG. I feel that if I don't make a super effective play with the clown car I simply lose the game outright.
It's not wrong to go with 2 or even 3 penals before a scout car if your not getting enough impact from the early car. I would also recommend checking out some map guides such as This one by Jesulin If you improve your capping order and position your units correctly, you will put yourself in the best chance to win the first engagement. ex. penals coming from two angles, attacking where there will be green cover, using houses to scout or stall.