PIV (ost one) is by far weakest medium tank overall. While T34 is weaker in terms of AT its much cheaper has really decent AI for its cost and still can deliver puches when flanking.
PIV on the other hand have to face tanks like Jacksons and Fireflyes which can destoy it really quickly, not to mention that its main damage still comes from MGs rathen then main gun, all tanks T34\85, Sherman, Cromwell, EZ and so on have by far better AI power and 85\EZ have better AT capabilities. But lets forget about doc tanks.
Cromwell is insanly fast with vet, have really good penetration for its cost (which is cheaper then PIV), can crush inf insanly good, can flank effectively and have, has non doc smoke with vet and can be upgraded with tank commander for fast vetting.
Sherman has bad AT but really great AI, perfect supportive tank which is really a big problem for inf sometimes.
T34 is decent tank, still quite good AI after buff, main advantage - its cheap + it comes with SU76 which is cheap aswell and can fight almost all tanks. Really good combination of AI + AT here.
Now lets look at PIV, it suppose to be everything from everything but at the end its just shit. With middle cost of all med tanks, with slightly better T34 AI and poor AT capabilities. It can fight only T34\Sherman effectively but have problems with call-ins and Cromwell. Allies TDs raping him and if there is Pershing\Comet\IS\ISU you wasted your fuel. If you need AI you go for ostwind if you need AT you go for Stug, but there is almost no reason to pick PIV if you are not snowballing your enemy.
There is nothing wrong with T3 non-specialized unit not working in the late game. Its typical of all rounders that they become obsolte faster than specialists. Such units are there to use their shock value and scale with vet, not to be build as an emergency measure in late game, this is exactly why ostwind and stug, t-34 and su76, do work in late game but P4 does not and this is how it is supposed to be. |
I find p4 to be exactly worth its time to field and its price. If anything, there are other vehicles worth evaluating. Sherman is better in every way for lower price at vet 0, just like the cromwell, which is also really good for time and price. These two need changes, but only slight ones, as it has to be kept in mind that p4 has amazing veterancy, especially vet2.
The t34/76 is ok. The 85 version shouldn't have gotten its mg buff in the first place, otherwise its ok, especially as it is a counter to p4 and as such making p4s penetration better so that it can fight it makes no sense at all. There is always a stug solution ready to do the job.
Becouse I belive these vehicles need only minimal changes, not a prioritate at all, I voted its just fine. |
I always wonder why we didn't have Free Fire/Prioritize Vehicle/Hold Fire on the same button. Is there any impediment to cycle through 3 rather than 2 ?
+1 Good idea |
Nope. You need to declare all hardpoints that can acquire targets statically, on the entity. If there is a way to exchange what can accept targets or not, I would like to know it!
Then its a matter of "Is it worth implementing, if it keeps the gun still?" |
You still can't control exactly which unit will be targeted. If I parametrise the turret too narrow, it will behave like the bugged 222-coaxial mg; almost never fire.
If I parametrise the turret too wide, it might engage some infantry right in front of the tank, etc.
If I make the turret also follow attack commands, this might cause the tank to autorotate to face the target, which is something you don't want. (rotation counts as movement). It's a lose-lose-sitation, basically.
Yeah, then maybe a weapon that would be on only when the tank is on the move and the toggle is on, that would keep rotation? There is no way to exchange targets between weapons I suppose? |
I think that could work. I have something like that in my mod for Crocodile/AVRE. Though it is hard trying to convince the gun to engage the same target as the aiming-weapon.
What if the gun couln't choose to rotate the turret and only shot at the targets in its sights, while this additional weapon would do the rotating and would be the one controlled by the user? This is how coaxial mg works right now, doesn't it?
EDIT: I do start to think on an edge case when there is more than one target in sights. Don't know how to solve it yet. |
Sure. That's also very easy to do. If you could point me to an open slot in the UI that is common for all tanks, I could pitch it in
Otherwise, we could introduce such a button on a unit-by-unit basis. E.g., panther definitely needs it. Other tanks, not so much.
EDIT: Though, one implication of this change is that it might prevent the gun from tracking the enemy tank while you move. Allowing the cupola to track the enemy tank while moving will require a lot more workarounds.
Yep, the tracking is a problem. But maybe a workaround could be to allow coaxial mg to fire, or even better, add another coaxial weapon that would have no graphical effects and no dps, but would track the target. |
Lifting speed penalties in a delayed manner is actually a good idea, and it's not difficult to implement. I just don't want to pepper the game code with too much stuff. It still needs to run on everyone's machine.
I didn't know it was so easy But would probably need some testing in unofficial mods to see how it shifts the meta.
There is another thing worth mentioning when we're at move penalties. Would it be possible to add toggle button for some vehicles that would block shooting when on the move? Some vehicles, mostly axis and soviet, need move-stop micro to work in 100%. Problem is, when you for some reason don't stop in time, the vehicle shoots a non accurate shot and reloads, while real crew member would instead wait for the vehicle to stop to shoot a good one. I think that such change would make microing vehicles like panther easier when chasing, thus lowering the number of complaints about ballance of such units. |
IMO, I don't think it is really required. There are is no setup timer for turretless stuff, thus you can always quickly reface to the enemy.
I would be opposed to this on account that it would make my UI too cluttered every time I have more than 4 Stug-E/G's on the field
There is none right now. But you must agree that vehicles loosing move penalty at the moment when stop button is pressed or they finish their order, is quite wrong. Vehicles should have a short "set up" time, so that the change between moving and stationary state wasn't instant. The barrel of a ww2 tank is doing really strange things when the tank is on the move and definitely never is pointing exactly at opponent like in coh2, thus additional aim time after moving is quite obvious.
I do know that this may be possibly hard to do and would need reballance of all vehicles with moving bonuses. Just pointing out how it should work in a polished game.
I also do like this "feature" as a micro trick, but it simply doesn't feel right. |
Standard mortars and mortar halftrack do wonders against emplacements. If they brace, flame halftrack and AT guns do well. Against mortars not supported by bofors, pgrens double shreck + bundle nade combo works great, especially if they are just finishing their brace when you advance. Best idea is to attack mortar with mortar ht flame projectile to force brace and attack with pgrens and other AT and flames once the mortar is on the end of brace. |