Ostheer P4: Hp 640, armor 180*, penetration 100/110/120, reload 5.3/5.7, range 40, moving accuracy multiplier 0.5, population 12, chance to pen Cromwell/Sherman/T34 respectivly from mid range: 68.75%/68.75%/73.33%
USF Sherman: Hp 640, armor 160, penetration 100/120/140, reload 5.6/6, range 40, moving accuracy multiplier 0.75, population 12, chance to pen OKW/Ostheer p4s respectivly from mid range: 51.2%/66.66%*
UKF Cromwell: Hp 640, armor 160, penetration 105/120/135, reload 5.6/6, range 40, moving accuracy multiplier 0.75, population 12, chance to pen OKW/Ostheer p4s respectivly from mid range: 51.2%/66.66%*
T34/76: Hp 640, armor 150, penetration 80/100/120, reload 6.1, range 40, moving accuracy multiplier 0.5, population 10, chance to pen OKW/Ostheer p4s respectivly from mid range: 42.7%/55.55%*
OKW P4: Hp 640, armor 234, penetration 100/110/120, reload 5.3/5.7, range 40, moving accuracy multiplier 0.65, population 12, chance to pen Cromwell/Sherman/T34 respectivly from mid range: 68.75%/68.75%/73.33%
(*) Once the Ostheer p4 hits vet 2 and gains the armored skirts it's armor and allied pen chance match the OKW P4
Here's some stats for thought, veterancy wise the t34 needs the least EXP to hit vet 3 followed by the cromwell. Highest is OKW p4 cause vet 5 OpieOP.
The big differences here aside from veterancy is the moving multipliers and cost per unit. Moving multipliers can be negated with glide shots but you still sacrifice momentum for it. Even though these tanks are relatively matched, the cost of allied tanks being lower allows them to field them sooner which gives them a head start on vet as well as bleeding of opponets. Sherman is stronger in this department due to HE rounds.
I think the T34/76 series is a bit too cost effective and should be raised roughly 10 fuel since in the june patch of 2016 they received massive AI buffs. OKW p4 is overpiced if you just rely on RNG to save your tank from allied mediums. Especially when you factor in other meta mediums like the T34/85 which destroys any medium outside of the panther for its cost.
Lastly moving accuracy multiplier gap should be much closer. When comparing the 0.75 of the UKF tanks to the 0.5 of Ostheer combined with their fast speed, Ostheer has a difficult time defending against them. I believe if all tanks were to be within 0.1 moving accuracy multiplier of each other, say 0.55-0.65 we'd still have the importance of glide shots yet sovs and ostheer wouldn't be throwing dice whether or not they're going to hit on the move while UKF is realistically going to hit every time.
With the UKF and USF accuracy multipliers where they are, when playing those factions you have to worry about glide shooting significantly less and thus require less micro and skill. You could argue that this is offset by the Axis having generally the stronger armor pieces which inturn requires less micro. |
Eh, it's not terrible almost every map is designed with some sense of symmetry involved so it's almost always fair.
1. South church on Arnhem. ( There is a large building with several windows on north side)
2. North wooden house on Kholod Ferma. (wooden house by munitions in south)
3. Lost Glider in general. Full health stone houses, impossible to destroy middle church.(Church is central, each side has a similar building by cut-off and fuel)
4. Semiosky Summer in general, (agree, along with most Urban maps, but Vetos exist for a reason and if you get rekt so hard then you should have doctinal flamers in your loadout)
Furthermore if you know a building is important then you should rush for it and claim it early - if your opponent is going for it then respond similarly - if you lose an important garrison then it's just being outplayed.
The ONE exception I'll say is Team Games on certain maps with Soviet teams who will Cheese it up with Urban Defense (I'm looking at you Dusseldorf Church) Forward HQ on Stone Churches is just cancer. Honestly I think all faction engineers should have a demolish garrison ability for tactical garrison denial (especially when facing Infiltration Spam)
While there is some symmetry in maps, the only blatant symmetry I see is on Halbe. I'd personally love Halbe if it had a few more sight blockers and removed the massive strips of red cover down the middle of the map. Also for your 2nd example, what wooden house by southern munitions? It's a narrow path of red cover leading to right side fuel and south VP. |