I don't think it's ever going to be touched, Wehr has a lot of over the top stuff that's been unchanged for years, sadly.
It's really funny when their vehicles can blitz on reverse and pop ninja smoke though.
Jacksons should be high pen low ROF.
M10s should be low(er) pen high ROF.
This would make the Jackson the choice against Panthers, heavies and TDs while the M10 would be better suited against mediums. Gives them distinct roles.
Ever since Panthers got their "buffs", they would just roll over Jacksons with lower rater of fire, given now they have more health but less armor.
-Cheaper in fuel (Might not happen with self-sight)
-Self-sighting (50 sight)
-Flanking speed to vet 0
We are also likely removing HE shot.
Elite Crews we also think might just be an auto passive so you get those faster repair speeds, increased vet gain, and the tommy guns off the bat.
Good!
The M10 could use something else more useful than the HE shot, excellent ideas, I hope you can decide what it's best to make it stand out from the all mighty Jackson.
Elite Crews would be super good then, specially for light vehicles, where you could just dismount and gun down weapon teams you flanked with your Stuart.
I honestly wish they would just make the M10 cheaper, maybe give it better stats, at most a .50 caliber mount. Nothing too fancy, the unit works, it just needs buffs if it's going to be tied behind tech.
You know, it might be a good idea to forget this silly HE round stuff with the M10 and simply reduce M10 fuel cost to 70 so it can once again be a cost effective option for USF. The HE rounds feel rather gimmicky and seem about as appropriate for the unit as the airburst shells were on the Elefant.
I hope that there's no confusion about the functional role of the M10 Tank Destroyer with its unfortunate legacy as a call-in unit and the stale metagames that have persisted as a plague.
If you really want to get wild increase the M10's NEAR penetration from 180 to 200 or even 220(!), but reduce mid range from 160 to 150 and far range from 140 to 120. Alternatively and/or additionally the M10 gun's mid range could be adjusted to calculate at 20 range instead of 25, thus tightening optimal penetration towards closer ranges.
Placing the unit in Major was a nerf indeed, but once unlocked it should certainly be a cost effective unit against Axis armor. If it's going to be locked in USF's final tier, it must be cost effective enough to push their opponent towards their final tier. Matching fuel cost with a StuG simply doesn't cut it for a Major tier M10.
What's interesting is that this would actually allow the unit to have better synergy with both Shermans (better penetration) AND Jacksons (more cost effective for screening).
In my opinion the best course of action should be to simply ensure every USF commander has access to a tank that can operate effectively in the lategame. Returning the M10 to an effective role would also allow the M10 to be a more suitable option for, say, Mechanized or Rifle company. It'd certainly be more appropriate that the 76mm Sherman's current implementation.
You make too much sense, it's honestly scary, I'd totally take those buffs over HE shells that are cute but didn't seem to do much when I tried them. Would rather they just made it a vehicle "stun" but those will never comeback to the game.
So much true that I wonder why USF isn't top1 pick during tournament. Hell their late game is completely OP by your description.
Because of their very slow start, OKW flat out stomps USF early on and Wehrmacht can easily deny them resources too, you can just bank about everything on the LT tier surpression helping you secure resources to make a comeback.
It is tied in with Pak43, so it will be at 8CP. That's plenty of CP to bring out AT guns and medium tanks to counter the bunkers, especially in team games. HP/armor stats can be tweaked.
Oh please. Do they also fire in a 360 degree arc, damage light vehicles and have good squad wiping potential? This comparison is stupid.
Andy, does the 221/223 have the same 1,5x accuracy multiplier against snipers that the 222 has?
If you walk up a squad up a bofors and it gets wiped, then you deserved that and worse, tbh.
It'll take time, but I'm sure people will solve it the way they solved BOFORs doing the same thing when they were first introduced.
I know a lot of players felt violated by the Bofors stopping headon blob assaults on it in the past, but this is different, as Katitof said this piece of shit costs no fuel, only locks out your doctrine (You still got PanzerWiper, StuPa and Panther with it for lategame) and costs no manpower upkeep due to costing no popcap.
This will make Red Ball Express 100% veto map again.
Concrete Bunkers will put a stop to anything early game on those MOBA style maps with lanes, sure to ruin a lot of games, completely denying infantry play in maps you can't flank it. Even if you flank it has the health of a Panther, will a Paratrooper Demo even kill it in one use?