The 45mm AT gun isn't a substitute for the Zis-3 though, especially without the FHQ bonus. It's just there to protect and support soviet infantry against light vehicles. I guess the same could be said for the Dshk 12.7cm, although that sees to be a higher damage MG for suppression as well.
You'll still want to get B4 for some more solid AT.
The big late game for these defensive commanders seems to be tank traps. You direct the vehicles where you want them to go. We just have to see what can crush or destroy them.
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If you notice, those are US helmets in the last picture.
The second picture is the M3 half-track, not the scout car.
I didn't do that much research, but it appears the Soviets really didn't use the M3 scout car much for extra duties.
Complicating things further is the M3 scout car was used a lot after the war, so you sometimes find pictures of it with wacky equipment. |
It really wasn't used directly in this method. I looked it up while I was trying to think of upgrades for the M3 just like you.
However, I think a potential single AT rifle passenger upgrade might work, but only if it disabled the ability to carry other passengers, or made it so that you couldn't have 3 AT rifles firing out of the back at the same time.
An ammo upgrade is nice. But again, perhaps when you upgrade it, a red ammo crate appears in the back compartment that takes the spot of where one man would stand and shoot out back. This way, there's a small trade off. |
Yep. I also prefer all these abilities put into commanders.
Tank traps are really potent if used well. You are, in effect, changing the map to disallow vehicle movement in some very important ways.
And tank traps can be pretty difficult to remove once placed.
If you want the ability to do that, then you choose to lose effectiveness in other areas.
Which isn't to say I agree with powerful abilities like FHQ being locked behind paid commanders. Just that it balances things a bit more to have powerful things as trade offs. |
It is most likely the Soviet Advanced Warfare commander since it has the most unique abilities and units.
The German Air Supremacy commander really wasn't seen enough, so we don't know what it has other than a 4 plane carpet bomb style ability that blows up a large area. It's hard to miss on the minimap when you see 4 planes fly along a path. |
Ah yes, it wasn't hull down.
That increased production ability is strange and interesting. Makes it easy to go straight into vehicle heavy play. |
There's a new common unit, looked like Partisans.
KV-2 confirmed, he's using a commander with it right now, but it's just a test commander, lots of placeholders.
Buildings speeds in the beta stream are definitely changed, however, in the test server it was set to an extreme value, so they are testing it.
Some kind of repair station also confirmed just now.
edit: Oh heck, that looks like the commander has a Repair Station (6 engineers spawned around it), and Hull down for soviet tanks! And as above, it also has the KV-8, vehicle self repair, and the KV-2. |
So far, they've only mentioned that the two defensive commanders are free. With the way they specifically say free in response to those commanders, Air Superiority and Advanced Warfare are probably paid DLC.
But there are two commanders previously limited to ToW that are now usable in MP, so that's 4 new free commanders, and 2 paid.
Also looks like if you mouse over a unit, it displays the player name that controls it.
Edit 1: Just confirmed in beta via stream, engine damage will cancel Blitz. |
German Air Superiority Commander seem to have some kind of giant carpet bomb. |
Can't rewind, let me try to remember.
German Defensive commander gets:
Tank Traps
Trenches
Sector Arty
PaK43
Hull Down |