Here are my personal wishlist-patchnotes for 2016! In my humble opinion, these are changes that will greatly add to the game regardless of balance. We've been nice this year, buying expansions and DLCs, playing the game for hours and hours, so it's not asking too much, is it?
General
Shot down aircraft no longer crash inside the battlefield. This is the first step to a complete aircraft and anti-aircraft gameplay redesign. Expect more in the coming months.
Infantry with hand-held anti-vehicle weapons will no longer automatically fire against other infantry squads. Attack Ground command added to these units. We found that, more often than not, the supposed anti-vehicle upgrade also increased the squad's anti-infantry potential. This wasn't an intentional design and this change will rectify that, while still providing the option to the players to engage infantry with those weapons. These weapons will still be normally used against garrisons.
Tweaked HMG targeting: Unless given an attack order, HMG teams will prioritize unsuppressed squads and will check for a new target after each burst. While this won't affect players that are able to micro HMGs to their needs, it will help other players with controlling massed infantry, without changing any actual stats on the weapons teams.
Camouflage/Cautious Movement removed from vehicles. There were many issues with these abilities, so we decided to remove them for the time being, pending a rework.
Vehicles These changes will give players the much needed control over their vehicles, allowing for advanced maneuvers and gameplay. This will rectify issues like vehicles shooting other targets if their original target momentarily goes out of range or sight (for example during a pursuit), retreating vehicles appearing in the fog of war because their weapons engaged targets of opportunity and getting shot down by anti-tank guns, etc
The Prioritize Vehicles key now rotates between Free Fire - Prioritize Vehicles - Hold Fire.
Added Lock Turret to tanks. This command will prevent the turret of a tank to rotate.
Prioritize Vehicles on vehicles will only affect the main gun. Any other weapons on it will engage infantry as normal.
Hand-held Vehicle Snares At it's current state, vehicle snaring is counter-intuitive and almost punishing for vehicles. With the following changes, we aim to promote more tactical gameplay and unit positioning, both for defender and attacker, making anti-vehicle snares a defensive and/or ambush weapon, rather than a nuisance for the vehicle user. This change will not affect light vehicles.
Made the throwing/shooting animations faster and more responsive.
Removed health percentage condition.
Target is snared only if shot from the side or rear armour.
Sometimes, when people complain over things like these, I imagine spoiled brats requiring immediate gratification. You won't hit with every shot, and you really don't get to hit with every shot. Is there some kind of privilege I am not aware of?
Use it with forward spotters or the recon overflight to increase it's accuracy and keep firing. It has a very very low cooldown, especially on vet 2, and it kills whatever it touches. You will see the results eventually. If you need results faster then you picked the wrong commander.
The T34/76 is fine for it's cost. It fulfills it's role. If you want to play soviets with serious medium armor play one of the T34/85 commanders. That thing is OP as hell.
Please, leave our T34/76 alone. If you find it useless you're using it wrong.
I was just thinking about this lately, and how they aren't all that attractive to use in a serious match. For being an anti infantry barrier, these "barriers" do little to stop them. Any hand held AT, be it Schreks, Bazookas or PIATS, renders them worthless. Much of the time, they go down in one hit.
I think Relic should consider this from a gameplay point of view and buff them Infantry AT and AT Gun shots. As it stands now, it's a waste of resources to get Wire Cutters because there are so many other methods that clear them faster and more effectively.
The time you took to build these barriers should surely be allowed to be an effective obstacle against infantry heavy tactics. What do you guys think?
This is only one side of an ability that is definitely more complex. To make an analogy, it's like saying that MG's are weak at the moment because they get flanked.
More often than not, it comes down to strategy and tactics. You can't expect to wire off an area and keep it protected, the wire will, as you said, get removed or destroyed. But if you use it in synergy with your forces, then it works wonders.
It being free is a bit of a problem to me, since it gets spammed a lot and its not pretty