Not really.
If it is a 75mm Sherman the player can engage the engineers with AP rounds just fine, he has the option to decimate them with HE if he want to. He can then switch after firing adding a slight delay to the reload (that might even be lower than the time required to fire on the new target).
In sort the player used little more micro and got more from his units.
In a similar manner the the player using the 76mm can swamp to HAVP after firing. The difference in performance vs an ostheer PzIV is only substantial at max range. The AP round is even better at point blank.
In sort little micro allows users to get more out of their vehicle.
You are describing a situation where you are forced to commit to firing a round with the Sherman at the infantry one more time instead of being able to instantly engage the enemy tank despite being in an advantageous position to do so. Your comment is self defeating. I hope you realize that I'm not conpletely disagreeing with you. There's no need to tie yourself into knots defending something so blatantly apparent. |
It really is a disadvantage when having to change targets quickly. For example, a sherman and Pz.iv run into an identical situation. You use the tank on a less defended flank to attack some engineers, say. All of a sudden, a wild enemy tank appears, and lucky you, it was passing by and due to user error it exposed its side armor to you. Now the panzer 4 can immediately take advantage of this situation by switching to prioritize vehicles and fire at the tank as soon as it reloads. Meanwhile the Sherman has to take the time to switch rounds.
It's a disadvantage in scenarios like this.
Now, as far as it being a disadvantage with all things considered, that argument is definitely harder to make. If you have the time to switch shells before engaging a target it's much less of a disadvantage.
I haven't really tested the M4C AP rounds against infantry so I don't know how effective it is, so I can't comment on that, but I do think it's important to note that the M4C comes with mobile smoke which is quite nice for Soviets. |
Assault Guards aren't bundled with the M5 anymore in the balance patch. Though I struggle to find the purpose of Assault Guards now when Shocks and Partisans are just better versions of Assault Guards.
Very true that partisans and shock troops outshine assault guards in terms of damage but if I understand correctly they will be upgradable with bazookas which should give the SOV faction a very nice AT infantry squad effective against mediums that they don't have. |
I think you might be able to pull off some cute plays with it in its current state. Now that it gets the ability to cap at vet 2 you can put minesweeper engis inside and perhaps sneak into an undefended territory point and decap with the scout car while your engineers place mines to harass the enemy units coming to recap. You don't have to worry about mines because mines cant blow up when revealed and the engineers will reveal the mines before your scout car runs over them.
You could also use it as a mobile minesweeper unit for that same reason. Send it in first on a flank and you'll know if there are any mines along the path. Even if it's destroyed by AT guns it's not much of a loss. And with the increased sight you might even be able to prevent losing it.
I have to be completely honest with you, I think minesweeper halftracks are the best thing in the game. Perhaps even unbalanced.
Edit: another thing, minesweeper halftracks followed by tanks are neat because once mines are revealed you can attack ground on them with tanks to remove them instead of wasting time having the engineers uproot them from the ground.
Edit 2: Oh and also penals too because they can also attack ground now. |
Are assault guards still going to be bundled with M3 this patch? If so, can someone explain to me why that is? I mean it's certainly nice the first time around so that you can get an AA gun, but if you want another guards squad you have to get another M3 too. A bit rough on popcap. What would be wrong with the commander ability also including an ability to build them at the base for a reduced price (and obviously shared cool down with the active ability to prevent spam) is it part of the balance of the unit or is the code not able to support such a thing?
Edit: I think I may have the call in Halftrack mixed up with another. If so the Halftrack is still nice for a mobile reinforce and heal point but my point still stands about it being a little limiting forcing the purchase of the Halftrack with every assault guards. |
you could hold ctrl and press 3, then you would make the ambulance control group 3, then whenever you double-tap 3 you will center on the ambulance. For squads when you give them a control group you will automatically select them when you press the number.
I give my engineers the 2 control group. When I pull a damaged vehicle from the frontline I can just hit 2 and then the vehicle and the engineers will go to repair without me even having to see them on the screen.
Oh and also if you click a squad while holding ctrl you will select all squads of the same type. If you hold shift you will add squads to the selection. (I.e. you could bind a grenadier and a panzergrenadier to control group 1 without them having to be next to each other.) |
I don't use the tact map, instead I find myself clicking the squad portraits on the top right to jump to a specific unit or reinforce. Jumping to the retreat point (ambulance) to reinforce everything in the area is something I frequently do. Use F1-F4 hotkeys to build units is a lifesaver too. Brits get F4 for Forward Assembly and OKW get F2 for medic truck which is awesome. I wish I could bind my Ambu to F6 or something.
I have map scroll speed set to very high, something I brought over from when I played Starcraft 2. That way you don't have to move your mouse to the edges as much. For small map adjustments, I use MMB to readjust.
I use default hotkeys too since I'm used to T retreat and R to reinforce. Never got used to grid hotkeys in SC2. I used default hotkeys in Dawn of War 2 too.
I didn't know you could adjust edge scrolling speed! Nice. Here's an interesting thing to note: if you give a squad a control group, when you double press the number you will center your camera on them. Just something I thought you might not know. |
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I use grid hotkeys and use Autohotkey to bind the tacmap to one of my mouse's side buttons. I use cursor on the edge of the screen to move it mostly. Though I should probably try scrollwheel panning. |
It's not priced accordingly at all. Especially if you're telling me that a 110 muni ability that takes up a commander slot has to basically be considered a default for the unit
And I really don't get why people use "design" arguments for the WFA anymore. These factions don't even resemble launch design. Like not even close. If you're going to give USF a heavy tank, make it a heavy tank. Or remove it from the game entirely. Cause USF has more then enough ways to kill infantry, and none of the other ones require me to waste 230 freaking fuel
Sidenote: are there any videos/ playlists of demonstrations of the factions before reworks and such? I came in in 2019 and missed most of the absolute insanity and I wanted to see what it was like. |