Effect should be less extreme and more dependent on both damage on target and location (front/rear).
Thx for history post search:
It's not that is not use-able, rather than it is really badly design. A remanent of the "Old gods, of every plane crash tells a story" era.
Having a 1/100 or 1/33 chance for heavy crits on a 1 or 2 dice throw per match is not good at all.
IMO:
Option 1:
-Guaranteed stun for both tanks. Shorter if no penetration.
-Completely remove heavy engine damage, immobilize and main gun destroy from possible crits on full health tanks.
-If tanks is below 25% health or with engine damage, heavy engine damage/main gun destroy/immobilize are possible.
From front 75/25 for heavy engine damage/main gun destroy . From rear, 75/25 for HED/immobilize.
-T34s will still get engine overheat if they don't connect with any target.
-Hitting a target will always proc engine damage on T34.
-On hit, if T34 is above 50% HP, chance to get 1 of either heavy engine damage, immobilize, main gun destroy, turret jammed (same as Aimed shot).
If below 50% HP, heavy engine damage procs, plus 2 of any of the previous crits (immobilize, main gun destroyed, turret jam).
Option 2:
Mirage's mod
Now causes stun on both vehicles on hit to be less all in. Instead the ability acts more like a tank-guided Target Weakpoint. Increased recharge time as the T-34 no longer cripples itself and to prevent chain rams.
-Changed Ram to now deal vehicle stun critical on penetration. This stun is shorter if it deflects at 2.5 seconds versus 5. T-34 is always stunned at the maximum time of five seconds.
-Engine overheat on the T-34 time reduced from 30 seconds to 12.
-Ram recharge from 12 seconds to 30.
Buff maxims by making them cheaper
They already have a pretty bad setup time, no need to make it harder acquire, as it'll be less effective when spammed.
I see what u are trying to do here
Anyway, don't try to play SU as OH, and don't try to play OH as SU/USF. SU doesn't defend on the traditional way and OH doesn't attack on the traditional way. That's how the factions have been played for 3 years (discounting gren spam patches)
I remember a time when the Western Front Armies came out. A vet zero Raketenwerfer could insta kill a full health Sherman. A time when the USF could bleed manpower like a stuffed pig.
Well, i had a full health penal squad (no flamer) lose against a raketenwerfer inside a garrison.
-1st shot kills 4 models
-Okay i'm gonna just throw a satchel aaaaaaand the 2nd shot snipe another model
-...
-Okay you win this one
Or the moment you lose 2 snipers against the same Zis gun (thankfully it was just a yolo 4v4 game).
I think you are underestimating just how much damage PGs deal, or the potency of their weapon profile.
Unlike SMGs that don't deal any damage at beyond range 10-15 tops, PG MP44s deal great damage.
PGrens outdps unupgraded grenadiers up until range 34 (max range is 35) (their moving DPS is also vastly superior)
PGrens outdps lmg-grens until range 25, when lmg-grens overtake.
(all the-while PGrens have superior received accuracy to grenadiers, and now have access to the god-grenade)
Problem is people lose models on approach
Any upgraded squad doesn't suffer from this since their main DPS source is transferred to lost models. Improve vet1 to vet2 performance gap and PG should be golden.
I can't ragepost anymore because I've been playing with my friend on the craziest win-streak ever. Or can I rage post about having nothing to ragepost about?
Capslock: Relic, why can't you find me decent opponents !!!oneoneeleven
The point I replied to was not on topic in the first place, using it now to arbitrarily shut down my argument is pretty disingenuous at best. I never accused you of demanding nothing but OKW-nerfs, so there's no need to claim that either.
Regarding your second point, I have to heavily disagree. Especially Ostheer can easily hold its own and in he hands of a good player take the initiative, if your infantry game is beyond perfect. The struggles don't come from a bad lategame (although the teching requirements are quite ridiculous compared to what you get out of it), but from the fact that the combination of weak infantry, low field presence, and higher manpower upkeep doesn't allow you to keep up with the enemy.
Riflemen easily dictate the flow of the game in any situation in a 1v1, if you don't make many mistakes with them. Meanwhile, especially Grens (although other Ostheer infantry suffers from this to a lesser extent as well) are entirely reactive. They don't allow you to actually attack, unstead of just filling out the places where your enemy isn't showing up in force. And that gets only worse later on, once BARs are hitting the field. Your enemies have better survivability, higher field presence, higher damage outputs (except for Conscripts and some builder units like Combat Engineers), and also better mobility.
These problems are of course not a part of the topic at hand, but the entire point we were discussing weren't part of that in the first place...
That part about OKW was pointing out your reaction towards Smith comment which you might lack the context behind that thought ("By that logic, the free squads USF gets when teching up should be placed behind a side-tech wall as well.")
The whole point is that you get access to early good support weapons, sniper and 222 combo of units to complement your grenadiers. You don't gren spam as 2014/2015 meta. OH not "attacking" has been it's playstyle since it's release bar gren spam patches (against SU). You know what other factions performs equally? UKF with tommies.
This is why i don't consider the early game an issue. What i do see as a problem is fragility during the late game and when trying to fight vet3 double bar/1919 while relying mostly on sniper play. This is why i don't think a 5th man upgrade after BP3 is not out of mind. Another "issue" is the whole vet 1 system for EFA (OH+SU) and i've been in favor of improving/tweaking PG veterancy performance (by the time they arrived they are mostly fighting vet0/1 against vet2 with possible weapons). IF the gap in performance between vet1 and vet2 is closed, then it might make them a little more easier to fill the gap of your army composition.