M-42 can still penetrate a PzIV both from rear/side and occasionally front/side. If you calculate the chances they are not that bad.
At max range, M-42 has 60 penetration. Ostheer's Panzer IV has 180 armor (OKW's has 234). As such, only a third of your shots will penetrate. Even IF they penetrate, they only deal half the damage of a ZiS-3 shot. You also can't just expect your enemy to park their tanks in such way that you can easily hit their rear (which at max range only has 66% chance to penetrate anyway). M-42 has zero or close to zero deflection damage.
If you calculate the chances, they are actually REALLY bad. Revamp Mod raises their close range penetration to 180, so it can reliably penetrate PzIV, but again, you can't expect your opponent to just park their tanks in front of your M-42. |
As of 1.3:
- Assault Engineers call-in cost changed from 280 mp to 300 mp. (This wasn't mentioned in the preview changelog, so I assume it was an unintentional change.)
- Valentine's "Smoke Barrage" ability can be activated and targeted while Valentine is in Observation Mode, but smoke grenades will not fire until the tank switches back to Combat Mode.
(Recommended to either disable it completely during Observation Mode or allow it to fire smoke normally. Second option seems more quality-of-life, if it won't be too complicated to implement.) |
The call-in cost of the new 5-man Assault Engineers changed from 280 to 300. Was this an intentional change? |
Bundling M42 with stuff isn't going to make the M42 itself any better.
Give it an AoE (like a weaker T-70 gun) or a canister shot ability and the ability to retreat would be quite interesting.
Alternatively, keep the AT role and give it a de-track vehicle ability.
That de-track ability sounds great, though if you mean a total dead-stop, then it could have the same problems as the old Target Weak Point or even the Treadbreak ability of Light AT HT from vCoH.
I'd like to see an ability that cranks up the fire rate up to 11. For example, 30 munitions to have reload time halved for 10 or 15 seconds. If only one in three of your shots penetrate a Panzer IV, then you better fire A LOT of these shots in a short time. |
Speaking of Soviet War Machine, perhaps Allied War Machine could make a comeback in Mechanized Company, though it would be best if it replaced only one vehicle. Easier to balance, I think. |
I think I found a little glitch - Valentine's "Smoke Screen" can be used to target a location while in Observation Mode and it will light up as active, but the smoke grenades won't fire until you switch back into Combat Mode.
I guess this ability should be disabled while in Observation Mode or (preferably) changed so it can fire normally in the Observation Mode. |
Eyeballing those 1.3 changes, they mostly look promising, though I have some of my doubts. For example, as cool as it is to see all of those units in Mechanized Company, even if it feels like one big hodgepodge.
Also - completely useless m42 is still there, taking a valuable slot for something useful for Urban Defence, you cant seriously justify "AT" gun that has no scaling into midgame let alone endgame for a faction that already has a great non-doc AT gun available
I disagree. This revamp patch is perfect opportunity to make that little AT Gun into something useful, which would affect not only Urban Defense but also Defensive Tactics. I think it should get the same treatment as WC-51, where instead of raw damage it could bring utility to the late game. It already has that vet 1 thing, where hit units stay visible for a couple of seconds, but it could get some other supporting abilities. Maybe that crew-blinding ability that Stuart has? |
Personally, I'd love to see an upgrade that replaces one of their M1 Carbines with permanent rifle grenades. It most likely won't happen, because the current commander revamp focuses more on, well, commanders and giving UKF a snare.
Still, maybe this upgrade idea could be used for the next USF commander, as the models are already there and it wouldn't be that hard to implement. |
I think M10s are a tad overpriced. Way back when they were call-ins the cost was understandable, because you didn't have to invest in teching to get them. If I recall correctly, it costed 270/80 on Western Front Armies release, before it was changed later on. Maybe set it back to that or maybe 280/80? |
I've played around with the new Urban Defense Tactics.
Shock Troops are Shock Troops - good addition.
The new Booby Traps are lovely. While they pack much less of a punch, they spread the damage more equally and you can place twice as many of them for the same price.
I'm a bit on the fence about the Field Base. It has very similar cost and role to M3 Halftrack. Unlike halftrack, it also provides healing but is immobile. You can't retreat to it either. All in all, I think it's a nice addition. At least it makes the commander ability useful on maps without many buildings.
The 45mm AT Gun got some buffs, but it's still not very effective anti-tank platform. Medium armor is too though (roughly two-thirds of hits won't penetrate) and light vehicles quickly leave its firing arc. I understand that best course of action against the latter is snare, but even then you ask yourself "why didn't I spend 120 mp more on ZiS-3?"
Also, preview notes read: "Now has Ambush Camouflage ability by default; first-strike bonus of +20% accuracy, +20% reload and -25% reload" What's up with those reload numbers? |