Iam going to list two sections. The first are Minor changes. Some things that the Americans need badly. The second are things I think they need that they actually may not.
lieutenant
M2HB .50 cal mg
M1 57mm At gun
M20 scout car.
Captain
Stuart tank
M15 flack Track
75mm pack howitzer
Rear echelons:
Hull Down vet 2
Frag grenade up-grade
Sherman m4A3:
Upgrades:
-76mm gun. Ap rounds ability sames as 57 mm. Loses effectiveness of he round.
-Jumbo upgrade. 75 fuel.
Vetting:
vet1.
-Armor plates. On each side and in front of driver and gunner hatches. General armor increase.
vet2.
-Sandbags, wood logs. armor increase against HEAT rounds. Hand held at weapons.
-White Phosphorous shell. Good for building. Has a two percent chance to burn out tank crews when hit.
vet 3.
-Top mount .30 cal over gunner hatch, directional. This is in addition to the .50 you can up grade.
-Hedgerow cutters. Acts as though it is a heavy tank when encountering heavy foliage and tank traps.
Here is the second section of less viable options.
lieutenant:
Add m5A5 half tack. Americans where kings of the half tracks. They should be so in game.
Up grades:
-Smoke Dis-charger. 60 muni.
-.50 cal ring. 360 degrees of fire.40 muni.
It should be able to carry the heavy weapons teams .50 cal/pack howitzer. The 50 fires out the back like a reverse kubel. Letting it fire on the move, but not suppressing until stationary. The Pack fires like a mortar, Any time it likes. The cost of putting the pack in that thing, making it a at target is the trade off. You can lose the two to a few at rounds.
Captain:
Add M18 Hell cat. Fast like the puma. Better gun but less armor.
- I read somewhere that at one point the hell cat got up-armored to about what the M10 sits at. This should be a debatable late game upgrade.
Major:
Ability's.
Vet 2
-Transference to manpower. Cost 50 muni for 200 manpower. Debatable numbers.
Vet 3
-Transference to manpower. Cost 50 Fuel for 200 man power. Debatable numbers.
Add Sargent. 5 man squad. 1 Thompson. 4 m1's. cost 400 manpower.
Ability's.
-Flare
-Frag
-Four weapon slots
Upgrades:
-Springfield sniper rifle.
Ability's gained:
-snipe ability. only the sniper fires. The ranges on this should not be extreme.
-Hold fire. Loses the ability to move but gains camo.
-spotting ability. Loses the ability to move and fire for increased sight.
-Springfield takes up all weapon slots.
M20
Ability's:
-Flare
-Med bags
-Rocket up. stops using the .50 uses the rocket in it place.
-Detection. Iam sorry but if you force USF to build a vehicle to lay mines That unit better be able to detect them. I don't care if its a upgrade or an ability.
Secret Part Three. Iam not so sure about this but...
When all officers are purchased and alive The unit cap cost for vehicles should go down 25% I understand this may be a bit much, but it will help the late game for USF. And Thats why you are on this thread in the first place.
American artillery: Shorten the time between Activation and execution.
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.599215.736+14
- 3.34957.860+14
- 4.1107614.643+8
- 5.305114.728+1
- 6.916405.693-2
- 7.273108.717+24
- 8.722440.621+4
- 9.1041674.607-2
- 10.17146.788+1