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.
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