They already have that in the form of the 105 Sherman, but it's tucked away in a commander like so many other tools that the US lacks
105 is the medium brummbar. Not quite the brummbar level of armour/firepower but not far.
I'd nerf the accuracy and scatter of the scott barrage and buff the autofire (range 55, AOE...) and increase the fuel price a bit.
I'd buff pak howi barrage ability for better AOE and nerf the scatter of autofire.
But those changes are far too unrealistic at this point. Might make some things OP, might not, who knows. All I know is that although USF is the hardest faction to play in teamgames, it's not so bad overall. Most of the fault really is the map design in teamgames.
Port of hamburgers is such an unbalanced map with idiotic placements that screw with the pathfinding (which is bad as it is) and just make one side easier to play.
Winnekendonk, although not a bad map, also favours one side over the other. One of the better maps for axis due to natural stuka barrages and ability to dig in. (and LeFH can easily fire to enemy base with good scatter)
Steppes favours early game axis. Most fights are done long range (brits, okw and ost like this), munition part of the map is cover free (222 and kubel spams like that), etc.
Redball has perfect MG42/34 placements which can deny a lot of fights and slow down advances.
Whiteball is overall the best map, retarded building placements on some parts but eh.
Across the Rheine also favours early MG spam with easy to place arcs and buildings are the key. USF most of the time HAS to go for an early mortar which just screws up everything later on and is not worth it overall.
Of course, not to say that axis is the only one favoured. Soviets and UKF also have heavily favoured maps among those.
The thing with USF is that they have the least favoured maps. Probably the most favoured are open maps but such are poorly designed (eg steppes munition part has absolutely no cover and leads to dead rifles/echelon due to spammy tactics, especially deadly retreats, lots of red).
I really can't think of anything that is stock in the USF roster that can be amplified by the map. If somebody knows something, I'd very much like to hear it for 3v3+ maps.
HQ has generic units. Lieutenant/Officer means having to choose, and also come too late to be map amplified, like the MG. But even if it did come earlier, the arc is not wide enough to be a low micro unit. Ok. One unit that can be map amplified is the AT gun with the wide arc and good tracking, but only vs units up to OST P4 armour.
Not to mention that USF has nothing in stock to counter super heavies. Elefant and Jagd are extremely hard to kill as USF. You need advanced strategies that involve snaring and using 2x jackson with ability.
Even more so is the KT on a decent opponent. Seen tactics that involved just pushing with a KT + 3ober squads with mg34s and 2x raketen (+ some other things). If USF has no rocket arty to QUICKLY deal with the obers, it's gg.
Obers melt rifles. KT melts even more and raketen keep the jacksons at bay. But even if the jacksons are microed perfectly to avoid the raketens and still manage to hit the KT, it's armour is enough to warrant a slow but steady push. Scotts kill too slowly. Pak is even worse against moving blobs. All those little things shout "USF is dead unless the right commander is chosen". Other factions are amplified by their commanders, USF is mostly just patched up (eg mines, burst aoe dmg...). But I still love playing USF. Definitely the most rewarding wins when you go against high level arranged teams and win.
On the other hand, I am not quite sure to which extend this problem really exists. I somehow have the feeling this mostly is a top100 or maybe top200 issue, but please correct me if I am wrong.
what happened to the Calliope meta.
Yes. USF is probably the strongest faction in lower ranks due to the imminent power of rifles. People don't know that grens and volks win long range and lack the skill to properly use sturmpios/pio+mg. Not to mention the horrible micro of such players. If the skills are equal, so to say, axis will win most engagements past the opening skirmishes (especially late).