Continued Wishlist:
[...]
a couple of good suggestions here and i agree for the most part.
Heavy Calvary:
Swap Smoke Barrage for the 240mm in Armor Company.
The doc actually isn't the worst thing in the world for 1v1s right now, but since the big complaint about it seems to be its performance in teamgames, I would suggest moving the 240mm Barrage out of Armor and into Heavy Cav. If it keeps the LeFH killing power in some form, it will at least bring something besides the Pershing and Rangers to team games.
while it's true that USF has plenty of alternative smoke abilities, this one stands out for me as it is rather flexible (i.e. not bound to a specific unit w/ activation range or tied to a side grade) and comes down very quickly. definitely one of the better abilities in heavy cav and i'd rather keep it instead of an off-map arty strike.
Recon Support:
I get the idea behind the Raid Tactics change, but I'm just not sure how useful it would ever really be. The doc is loaded with munitions sinks already, and USF already has the ability to cap with its vehicles. Fast cap or vehicle capping abilities tend to be among the least powerful tools you can put into a doctrinal point, it needs to either provide more combat/utility, be balanced entirely around cooldown, or else dumped to make their Paratroopers to be more affordable.
i'm curious to see how the new raid tactics plays out tbh, as the ability to cap with
any vehicle whatsoever is certainly very strong. the most limiting factor for raid tactics used to be that in the lategame, where it can potentially make a difference, next to no lights are left on the battlefield to make use of it. now imagine a scenario where a group of shermans camp several contested vps at the same time while still being able to retaliate against infantry (unlike, for example, soviet tanks in secure mode). at least in a 1v1 where AT is not so abundant on every part of the map this can be pretty huge.
Mechanized:
76 nerfs came out of nowhere tbh. At this point I would consider a full rework.
i'd probably at least partially revert the ROF nerf to somewhere in the middle between the values in the beta and live. or, if the AT of the normal shells is what is deemed too strong, maybe reduce the penetration a bit to make ammo switching more of a necessity. alternatively, perhaps the mc4 could get part of its high ROF back with vet to make up for the lower base performance.