Sherman 76 can't fight panther and is more expensive than the M4A3 75 sherman. It also doesn't have the HE rounds which are the main reason why people would build a 75 sherman outside of 1v1 anyway. I see a point of building a Sherman 76 in 1v1 as it still has some AI capability while being much better AT than stock Sherman. Sherman 76 is a good medium tank but you don't need mediums in 2v2+. You need arty, TDs and inf.
Dis, saying that USF tanks requires more micro is actually false, better moving accuracy and scatter means u don’t need to stop and shoot like all other tanks
You are again being delusional thinking that USF players don't stop vehicles before firing. Believe me or not but 1 > 0.75. 0.75 moving ACC multiplier is useful when you are reversing your tank out from the combat and you can still land some shots on the enemy, or when you are desperately trying to chase and kill something. Just the other day I had a situation when I was flanking a stug with sherman and I missed at like 10 distance because I didn't stop before firing.
The higher the ranks go the more you see people ditching usf for Soviets and brits. This mostly has to do with usfs poor capability of dealing with elephants and brumbars.
Talking about teamgames, I think USF can actually deal with these behemoths okay because Jackson is a strong TD and it's mobility allows it to vet and survive. You don't have to destroy the elefant, it's enough if you damage it and force the repairs. You can misplace ele from VP with Priest barrage etc. It has to move and when ele moves it's vulnerable.
From 2v2 perspective, USF strikes me as micro heavy with all decrews&repairs, lots of inf and teamweapons and mobile fragile units on the frontline like Jackson/Scott that drive into each other often. Up to very recently the Calliope wasn't even functioning very well so picking SOV was giving you an advantage of non-doc rocket arty that is so crucial in 2v2+, just as the tournament showed us with Walking Stuka causing high casualties among enemies. Also ISU-152 is a very strong anti-inf unit and IS2 is a tough tank too. Brits on the other hand are just a solid faction and have good doctrines so picking them is always a good idea.
Sure, can I have medium crush on 222, and a stun crit and a decrew please? Also, can I have decent ai and light at performace at the same time? Nice thanks!
Better, you can have 50 range, self-spot, highly mobile, 160 dmg when vetted, turreted LV with smoke and turret lock. It's called Puma. It costs about the same as Stuart.
Hi, I wanted to ask you about commander abilities that you think could use some tweaking.
Let me start, I think that the single IL2 Sturmovik Attack from the Advanced Warfare commander is pretty bad. For 90 MU you get a plane attack with the cannons that deals low suppression and some damage if it hits infantry. The problem is that it's pretty difficult to hit with this ability, so most of the time it's just wasted 90 MU.
USF has a similar P47 Strafing Run in Tactical Support Company for 125 MU. That one deals similar damage and more suppression than the IL2 Sturmovik Attack but suffers from the same problem of being difficult to hit and easy to dodge for it's price (damage-wise, as the suppression AOE still works ok even if you miss).
OST Assault Support doctrine also has a similar Strafing Run which deals insignificant damage but excellent suppression and costs only 60 MU. With this ability you can pin the infantry even if you miss the strafe. I think that being able to cause pin on demand is very good value for 60 MU, even if the strafe itself deals no damage.
Imho P47 Strafing Run > OST Strafing Run > IL2 Sturmovik Attack
Hitting target with strafe ability is very difficult, so missing and still being able to suppress infantry is a much better feature in my opinion.
I would suggest changing the price of these abilities to better reflect their usefulness:
- P47 Strafing Run 80 MU (from 125) as it is the strongest of the listed abilities but still overpriced
- OST Strafing Run 60 MU (no change) as one can reliably pin infantry with this ability
- IL2 Sturmovik Attack 60 MU (from 90) as it has the worst suppression and it's difficult to hit with
If you decide to follow and comment on my example or present your own matters not. This is a topic open to all kinds of commander abilities suggestions. I just find it sad that these strafes cannot be used more often because of their expensive pricing. Also ability spam can be prevented with ability cooldown.
Don care about Doc, but #BringBackOldSturmitger. This new version is joke in comparision with old ones.
I don't agree. New ST benefits from reload on the move and is a great anti-blob suppression&damage platform (talking from 2v2+ perspective). You can frontally kill AT guns with it. It's also pretty difficult to destroy and is not overly expensive. I think it's in a good spot.
While we are at it, could we change the exit vehicle button for USF so that it's not the same as the retreat button? Accidents happen sometimes when you quickly try to retreat a unit after microing a vehicle and you end up with your tank crew leaving the vehicle.
Puma is not the old Puma and will only be used to counter LVs yet Stuart can fight it effectively with the blinding shot.
P2 is mehish compared to T-70, AEC and Stuart which all counter it.
Rocket arty is absurd in teamgames with blobs but a suicide in 1v1 (to rush it I mean)
With all respect, in my opinion Puma is still the best light tank destroyer due to it's 50 range, good ROF, good vision, good mobility a turret and built in panzer tactician. It has good vet bringing its damage to 160 with vet 3 which is just excellent. It wins vs all allied LVs and can be used effectively vs allied mediums if you kite well and use abilities. P2 is a very good mobile bleed tool. T70 is great and all but that does not make LVs of OKW any worse. Stuka can be tricky in 1v1 as it's a significant investment but it's one that could pay off if you are facing the AT walls or maxim spam like it was mentioned before, it's very situational in 1v1, especially that the cmd Panther won't come now without Schwehr HQ.
Bleeding them and forcing them to go home is quite easy tho. Sturms are thrash in maps like steppes, crossing etc. I agree they perform superb in cqc maps like bilasytok (???) market but on open maps they are just meat for rifles and IS.
It's true that Sturms lose their combat impact as the game goes on, but combat-wise in the late part of the early game you can still use them to push lone flankers or to guard PFs so that other units don't close on them.
but leaving that aside pathfinder have a very different role and other utility
and as u can see from the test at long range they barely win and still lose at close and mid range, if u don0't want to make them cheaper than increase the dps at long range
I don't know how you conducted the test but it was not close range. I performed the regular pathfinders vs pioneers close range test and received the following: all pathfinders died, pioneers suffered ~30% hp damage, test distance was ~7. I used the range map and set the units in line with sandbags that I later removed - no cover.
i did test and as u can see mid and close range are won by cons and long range is barely won by pfusi they may have less far dps but 1 more man means 80 more hp and another rifle
Regular pathfinders lose to pioneers at close range. 280 MP vs 200 MP. This is normal and nobody cares because fighting with pathfinders in CQC is just misusing the unit. Pre-upgrade PFs are meant to be used at long ranges, that's even stated in the ingame description of the unit if I remember correctly.
Actually OKW is the faction that can NOT tolerate early losses because of their mid game weaknesses. Yes the sturmpioneer is strong but by any mistakes early with sturmpioneer you are screwed. (Sidenote : Maxim spam completely shut down OKW)
I don't understand this "midgame weakness" of OKW, they have P2 and Puma which are excellent vehicles and also rocket arty in the same building which is good vs teamweapons like maxim. STGs being relatively cheap upgrade with good moving DPS and good midrange damage also gives OKW a boost in the midgame. ...or are we talking about early lategame here? Can you specify the mode and timeframe?
Yes the sturmpioneer is strong but by any mistakes early with sturmpioneer you are screwed.
Any mistake against OKW and you are screwed too. This works both ways. They can turn your teamweapons into their fuel in seconds if you mess up or get flanked by Sturms. Game punishes bad plays and rewards good ones, just as it should be.