Just tested it with cheatcommands: Seems like pintle-mounted MGs only shoot when "prioritize vehicles" has been activated BEFORE the MG as been upgraded. If you upgrade the MG and then activate priority pintle-mounted MGs won't shoot.
That applies to all tanks.
Correct, I just checked it myself and figured out same thing.
Relic, can we finally split machine gun and main gun when vehicle priority is ON? I hate to see how my Panther's ot Stug's upgraded machine gun is not shooting infantry because main gun is on vehicle priority.
There are also units in perfect spot. Panther is one of them, but since it's not OP, people consider that it's "inefficient", well, it's not, it's perfectly OK.
But how do you know what will need repairs? Commanders you bought from a store? I don't think so.
Maybe we will get some abilities which can be combined into commander and onlye such abilities will need repairs? Who knows.
Point is, long long time ago there was a reason to play since you could unlock commanders as your level grown up. Yet now, the game does not reward you for playing. Any solution, like in-game supply which gives you something for playing, which you can use as you want for, for example bulltetins, is a great way to keep players in game.
How can you disscus anyting without any knowledge about it?
I mean, disscussion is good, but I'm laughing when I see "This gonna destroy game" etc. How do you know that its gonna destroy the game if you dont have any idea how it will work?
Actually it might finally give some kind of rewards for playing the game, when you already have everything.
1. You completly missed the point. USF were designed as highly mobile and flexible army but without heavy units. Can Sherman be very useful and powerful? Sure but it's a matter of skills. For example, it's easier to use Panther than Jackson. And since they were designed without anything heavy, any damage sponge, they have features other factions do not.
2. Keep in mind, USF have to pay huge amoount of fuel (and some MP) for nades which slows down Cpt/Lt by MP and Fuel.
3. 1700hrs in game (don't know how much since USF) but like I said, Ive seen this ability used by enemies just few times. Mostly in 1v1. Plus, it's not that easy. It's very useful when you hit mine, but when you are in the middle of combat, got snared, jumping out can lead to wipe crew or kliing models so you cannot jump in. So in the end, it's most useful outside of the combat, since it's very risky when enemy is near you.
4. Not sure what's your point...
5. And we came back to the start. Rifles are very flexible and can be truly powerful with upgrades, because... There isnt any other non-doc infantry to fill gap of late-game units. Same applies to Tommies - weapon racks to make them powerful because there isnt any other option.
Sherman has the same standard health / armor as all mediums barring the P4 (which has other downsides like cost, penetration, poor crush). Jackon's armor is on par with Stug / SU85 / Firefly. Low health is the unit's gimmick, in exchange for pen / dmg.
USF has free repair / superglue with every single vehicle, which is a lot stronger than the repair truck. Free squad is also more important in the first 5-10 minutes, which was quite clear during USF release when the 200MP LT was causing balance problems vs wehr tech.
RE Riflemen LT Rangers Paratrooper Pathfinder?
Double M1919 / BAR rifles are superior to everything short of obers themselves, even if you ignore paras and rangers.
OKW in the balance preview definitely could use some looking at, but in terms of debating a point your arguments pretty poor
1. Sure, but as OST/OKW you have access to better and bigger units aka Panther, KT. As USF or SU you don't.
2. Free squad does not matter that much cause you have to lay250/15 for ambu, which is more or less proce of 1 squad. Superglue, again, access to shit armor. Still, I have use it maybe 5times and I was shouting at 1sec repair after Sherman hit my mine maybe 7times? On the other hand, I see smoke and bltiz every single game
3. Why would you give Rangers 2-4 BARs for XXX ammo if you can give them Thompsons? Same for Pars. As for Pathfinders, they are so so niche.
4. Double LMG/BARs are great piniatas to pick dropped weapons
1. Vehicle Crews (capping with every vehicle, self repair)
2. Free Squads
3. Weapon Racks, making you able to dual equip every squad
4. No need to build base buildings
5. More versatile mainline infantry than any other faction.
6. Caches
This isn't a problem with USF getting a bonus like the other factions. The problem is they have TOO MUCH bonuses.
Each bonus has a downside. Plus, I understand you compare then to OKW since "caches".
Vehicle crew but shit armor and health.
Free squad - OKW has free healing and repair.
Weapon racks - behind upgrade, force you to retreat squad to the base. Every squad? You mean RF or RE? that diversity
OKW also does not need to remove SP from the field to build a truck.
Versitale infantry but no elite infantry.
OKW fanboism is strong in you
Now, what are downsides of:
vet 5
free healing
free repair
free defending of cut off
no weapon upgrades
most elite non-doc inf
cheapest teching
non-doc heavy tank
Lieutenant - equipped with a BAR, and a Thompson. If lost you rebuild it for 300MP
Captain - equipped with 2 zooks, make units build faster, "On me" ability. If lost you rebuild it for 320MP
Major - free retreat point, recon, fake flare, artillery strike (yes i know its terrible). If lost you rebuild it for 160MP.
I think in matter of freebies USF isnt harmed much
Only soviets and ostheer are harmed in that matter.
So USF have some bonuses with teching, just like OKW.
Yet USF have to pay for many other things which OKW does not have to.
USF have Lieutenant squad as a bonus, OKW has free healing.
Yet USF still need to pay for zooks while OKW can just buy schrecks without any fuel cost.