I would think this as a fairly simple solution. Keeps its normal combat weaknesses of poor pen without AP rounds and 4-man crew, strengths of excellent vet 1 and best fire-rate by a bit, just reduces the redonk muni bleed the unit inflicts has to inflict just to be used past mid-game.
I'd just lower the cost of AP rounds, or trade damage for penetration, or both. They could cost 5-10 Muni instead, or even be free with or without a cooldown.
If it's just a flat out Pen increase with removal of AP, it just becomes essentially the same as the 6 Pounder / Pak 40.
-M4A3 105 HEAT shell ability (105 Sherman fires HEAT shell on targeted tank,its can give critical damage enemy tank also stuns the crew.)
-M4A3 76 from Ardennes Assault should added to multiplayer.
-USF should get a effective end game unit like a M4A3E2 Jumbo
Agree with these. The first one actually sounds pretty fun. Second one should be a stock unit in Captain Tier (alongside 75mm Sherman). Lastly, I always support Jumbo and would love to see it in a doctrine alongside Rangers.
Well, relic tried that in apha, cruzz tried that in his mod, I believe both solutions failed.
I believe it mainly failed in his mod because to give Volks MP 40's, he had to use the Grenadier model because Volksgrenadiers have no MP 40 animation, and he didn't like scraping the awesome Volksgrenadier model over them. It failed for Relic because Sturms were very expensive (rectified) and the Raketenwerfer was shit (rectified).
Schrecks on Sturmpioneers and Volks with MP 40's (mirroring Balance Preview Conscript PPSh DPS Curve) and Panzerfausts (possibly cheaper without engine damage crit) could still work, and for historical reasons I'd prefer that. Balance wise we're beyond needing it though.
They could also make the Special Operations StG unlock apply for Volksgrenadiers as well, except instead of the Obers IR variant, it would use standard version.
I forgot ZiS Camo was a thing so when I read this post, I thought you were talking about the bug where applying Three Color Leningrad Front applied the pattern to the ZiS gun, while also giving the B-4 German Late War Factory Pattern.
Anyone else find it odd that Relic chose the Airspeed Horsa as the Glider in CoH2? In CoH1, the Glider of choice was the American built CG-4A, named Hadrian in British Service. It worked because the Hadrian was a fairly compact Glider, it only seated 13 not including Pilots, though they could also carry Pack Howitzers and crew.
The Horsa was a very large Glider with seating for 30, compared to the 13 seater Hadrian. In-game the Glider only delivers 4-5 troops, which is less than even the 8 seater Hotspur, which was only used for training. The Horsa is the largest "unit" in CoH beating out the Hamilcar from CoH1 (which was shrunken down considerably), the Jagdtiger is the size of one wing! The only thing longer is the unused Soviet "Steam Train" in CoH2. As the Horsa is the size of a small territory point, this makes it impossible to land without damage, and very easy to spot. When it "dies" it bursts into several dozen gibs, dirtying up the map and causing lag for some players.
The Hadrian in comparison would have made more sense for small troop drops, and gameplay wise would be easier to land and not scatter a million gibs everywhere on death. In the end I have to wonder why they chose such a massive Glider in a smaller Glider would be easier on both players and their computers.
Wow? Why even buff the Tiger in the first place when the veterancy is nerfed? So the Tiger stays the way it is. I was hyped before ... now I´m just disappointed. Back to garbage Tiger.
You didn't read properly, it has more range by default but gets less with vet. Vet 3 is still 50 range, but Vet 0 is 45 instead of 40.
Once again, a slew of terrible changes with terrible or no explanation at all. I'm beginning to think Relic buffs/nerfs random things to random levels of UP/OP to get more people to be passionately invested in the game.