I took a long break from this game and got back to playing it a few months ago. I was maining the armor company pretty hard because of the m10s. I think they had/have a big flank damage boost if you hit something which is where their utility comes from. Was this nerfed?
No it never had such a bonus. It just has Flanking Speed at Vet0 nowadays (it was Vet1 once) which gives it speed, accleration and -25% received acc plus the low moving acc penalty that all AEF tanks have and the britisch M10 (Achilles) has too. Since turret rotation doesn't get buffed by the ability it is pretty useless as a flanking tank. Far too slow turret rotation. Add the HVAP Vet1 ability which gives you penetration at a level a flanking tank wouldn't need, add the 50 range, the low hp, low armor and big target size and you get a tank that just shouldn't flank.
Main combat role: Use it as the small brother of your 60 range TD, keep at your frontline. Use HVAP and Flanking Speed to get badly hurt tanks before thy can withdraw.
The problem: StuG G is way better at that. While M10 hits Stug with a chance of 51% at long range, StuG G hits M10 at 88%. This is because of less accuracy and way bigger target size (22 to 17). You don't want a head to head battle. If you only had a decent flanking tank...
The solution: Just buy the 60 range TDs as always. For flanking with brits you should take Cromwell, it is better now after the patch. Best flanking tank of AEF is the 76mm with normal rounds if you ask me. If you get around enemy tanks you will burst out damage really fast while you are able to smoke PAK-walls.
If M10/Achilles should be a decent flanking tank:
- lower range to 40
- buff midrange accuracy
- drastically reduce target size to StuG level(this is not about realism, but balance)
- raise turret rotation speed ( it doesn't matter if it was hand winded)
- raise turret rotation with Flanking Speed ability even more so that it keeps up with greater speed
In addition I really would appreciate if infantry used snares would have a chance to miss that is based on target size/received acc. It is ridiculous that you get hit by a shrek lets say by only 50% because you are small and driving at crazy speed while a Faust still hits you automatically. Even driving around hard cover with your great speed doesn't help. A snared flanking tank is a dead flanking tank. Alternatively you could give units with Flanking speed abilities a short immunity versus snares. Some smoke ability would be the last option to get survivability. Just some thoughts.