Considering that it fires far faster than an average medium tank (With vet), I'd prefer that the Cromwell tank doesn't get touched. Of course, there's the crush that people have already mentioned too. |
There are several things I would like to see to improve the doctrine.
Sextons should have their Creeping Barrage replaced with an Overwatch ability that covers an area the size of a Typhoon Bomber Loiter and LOS will be required. This also sets it apart from the Priest and would be far more useful for The British needs. Either that or the existing Overwatch ability must not cover the whole map and require the Sexton to fill the role when enough CP is unlocked. Making way for my next idea.
I'd also like to see the Creeping Barrage become an ability for the UKF base's 25 Pounders. Have it replace the "Improved" Concentrated Barrage and the 25 Pounders can show the American's what a real creeping barrage is. The best way to use this is creating cover and being able to do so quite quickly (And cover a wider area) would be far more useful. A CP increase may be needed.
But back to the Sexton. This needs a lot of help. For it's normal firepower, I'd like to see these fire more shells for one. Through Vet, like other Howitzers. |
Alright, it's most certainly a map problem. Tried Gilroy's Harbour again and it didn't work. Then I tried it on an official map (Semoski) and it worked fine. Will have to report it to the map maker. Thanks for taking the time to check it though. Much appreciated.
Topic may be closed now. |
Hmmmm... I was playing on the Gilroy's Harbour map from the Steam Workshop on the bottom corner of the map. So maybe it's a map issue? I'll try this ability again on my next match and report my results. |
Just had a match with the default commando doctrine and it would seem the Assault ability is broken. Every single time I would try to activate it, it would say it's started but nothing happens. Doesn't go into effect. Doesn't activate a cool down. And it would refund my munitions every time too. This will likely need to be hotfixed. |
I think it got a good nerf already from not being able to build more than one, to be honest. |
Reinforcement Veterancy doesn't help things like the M3 Scout Car though, which is notoriously fragile. If it were say, 33% harder to hit, as the driver gains experience, it would set it apart from the M5 Halftrack and be a quick, durable, hit and run vehicle. Great for point raiding behind enemy lines.
As for the Wehrmacht variant of the open-top halftrack, I would like to see it get some kind of Vet at least. In order to do that though, it needs to get a mount MG42 (Like Panzer Elite from CoH1) or get a share of veterancy from units around it. I would prefer the former. Otherwise, it can't hope to gain anything at all. |
Agreed.
Since the changes to halftrack upgrades no longer reinforcing, half of the vet 2 and 3 bonuses are redundant.
Perhaps for example: Sdkfz251 flamethrower halftrack
Vet2 = increased move speed and rotation (partly current vet3 bonus)
Vet3 = increased armour and +10 health (to make it just a little more survivable in the late midgame / lategame - the extra armour should significantly reduce small arms damage)
Thoughts? I very much agree with this. |
I figured I'd share my thoughts on this. The current veterancy for vehicles like the M3, Sd.Kfz.250, ect... have rather useless level 3 Veterancy. These vehicles don't have enough armour or health to make use of the offensive type veterancy they currently have. Their main damage comes from infantry garrisoned inside.
I propose that we replace all of their offensive veterancy with the kind that will increase it's survivablilty, such as received accuracy, armour or hp bonuses. As of now, getting a Level 3 Veterancy Halftrack (Excluding M5) is merely a badge of honour that gives you bragging rights. Level 3 Veterancy doesn't help them function any better as a possible Hit and Run Vehicle. They won't survive long enough against even Small Arms fire to make an effective hit and run vehicle.
What do you guys think? |
I had a game with this change and I'm not sure I like it. Something needed to be done for sure but this makes it too vulnerable and rather inferior to the Flame Hetzer where if I can recall, has the same range as the Pre-Patch Croc.
Let's keep in mind that the Flamethrower is the de facto main weapon on the Croc.
1. Every time to attack ground, it uses the flamethrower. Not the turret. So it can't destroy abandoned weapons.
2. Every time you give an attack order against armour, it will chase it down until it's in Flamethrower range. That's seriously dangerous when the enemy tank is supported with AT and you have reduced range.
3. It exposes it's rear armour often when targeting a heavily contested area.
The fact the range has been decreased makes these things more of a problem. There's got to be a different solution.
Now... I have been watching the Croc do it's work for a while now and I can confidently say that the thing that makes this flamethrower tank so deadly is it's rate of fire. It fires long bursts and doesn't take much of a break in doing so. One would think that the weapon needs time to cooldown before firing again. So then it hit me.
Solution: Revert the range nerf but greatly extend the cool down between flame bursts instead. This way, it won't be seriously screwed in Tank vs Tank combat and be able to kite Shreck blobs and do so without wiping everything in 10 seconds.
I say make the cooldown last around 7-9 seconds and go down to 5-7 seconds with Vet as starters and tweak it from there if needed. |