The P4 does the job of a Sherman better than a Sherman, I'd rather pay the prices for a p4 than a Sherman. Additionally the p4 comes out earlier than the Sherman often times and by default has better pen and with vet armor than the Sherman, ironically the unit its historically supposed to beat.
The pintle Mg + Coax + main gun of the p4 makes it an all around better medium tank both for AT and AI, the moving accuracy differences (which IIRC) is the major factor for the sherman which is offset by the p4's vet . Factor in the vet 2 armor (or pre installed for OKW) and you simply get a better unit that scales better with team games and later game.
The Sherman for its cost I'd say hedges 10 fuel too expensive but its not THAT bad but not really outstanding or remarkable, just mediocre leading you to go for more reliable units > Jackson, E8, 105 or holding for Pershing.
RE's are an over priced Smoke shooting, tank trap, "use this ability to take more damage and soak up muni", unit with no real staying power or desirable traits. They are a big fat manpower sink that unless in a building and within arms reach aren't worth the cost nor time.
There are countless ways to buff this unit for its price or simply increase it to 250 where it should be and buff its performance. I'd argue for the 250 since USF early vs OKW Sturms appear to be the hardest opener for USF.
The late game MP drain of USF in games larger than 1v1 is normally the problem regardless of micro (no you can't sit in a nade and get mad you lost a squad, micro is still important). The loss of a vet squad is the real kicker since you'll lose the scaling for late game required to keep the damage up to equal the investment, factor in the extra 2x BARs (b/c base rifle men are ass) and you end up with a CoH2 equivalent of a money sink.
Throw in other things like
Late game insta wipe abelites (sturmtiger, Stuka, etc)
More cost effective units ( Falls, Obers, Hell even Pro-stropen beat rifles in cover)
5th man on rifle drops in 20~40 seconds of combat if feels regardless of cover.
USF's railroaded tech 10 extra fuel to grab both tech = late Sherman
MP expensive TD - Jackson which bounces more than it should for the cost
Lack of late game rocket arty - multitude of posts asking for Major getting ColliOP
I can keep going into the nitty gritty, there's a lot that can go wrong in larger games for sure with micro, bad strats, and positioning but out of all the factions USF rly could do with a late game some sort of reinforce cost reduction seen with Wehr.
Coldtech was an interesting idea but poorly implemented, and instead of tweaking it Relic decided to remove it outright.
For this to work there needs to be no RNG involved. Start the countdown timer at the beginning of the match so you know when the storm is coming and can prepare for it. With coldtech both sides just hunkered down and waited because there was no time to prepare any serious movements before all your troops started freezing to death.
This is true but eventually we had standardized timing 5-10-15 min iirc. Either way I think the most punishing thing of cold tech was troop freezing, with the release of OKW and their "winterization packages" that made them invulnerable is a good example of your first comment.
I think cold tech should come back with sand tech on certain maps, limit their impacts to global debuffs such as inaccuracy for sandstorms, decreased LOS, and maybe keep the need for troops to freeze or preform worse if not near a fire fully warm.
Great find right here! The only question to me is, will this be a CoH 3? or a CoH 2 DLC?
Its been a few years + with the flop of DOW III would imply they had an extra dev team laying around that Im sure SEGA was egger to get engaged in another product. My money is on CoH3.
It dies in one shot and an inf unit sneezing at it. Becomes a liability extremely quickly and exchanges one squad for its presence. If it gets into trouble, with its reduced speed with the mode active it's extremely unlikely to be seen again. Eg: A snare off or tank/LV. Sure the ability is a toggle but that's crucial time you don't really have. And you will not get another vet 1 kubel unless your opponent is hopeless.
damn thing takes two shots to kill no matter if its an e8 or AT gun, dont kid yourself....
Either way, I think the Kubal is good, its frontal armor is enough to reduce enough damage and the DPS is good enough to stop allies from building cover. I think the tracking should be a time'ed and muni based ability.
I'd say remove the damaged received, slight suppression increase, and you should be good to go. The cost of both the ability and for the RE squad is enough to warrant such a thing, Re's are an expensive useless unit with low DPS and low accuracy with high MP cost.
As of now, its basically "I want to lose my squad button" as soon as you pop the ability the pop up UI lets everyone know its happening and its a waste of muni due to how bad it truly is.
The MG42 AOE suppression needs reduced and the AP ammo damage needs reduced.
Pack up time, # of men, and its ability to hold a sector are good, don't forget this MG is in t0 and really doesn't cost that much and its super cost efficient.
A 3 squad push from a 120* push means if he attacks the in the middle no matter the distance the AOE suppression will get you. If thats the intended effects than cost or timing should be adjusted to allow for better early options, as it stands the unit comes out both too early and for a low price.
Its the only MG in the game in my opinion that does its job, either buff the others or reduce mg42 AOE to make it so its can't hold an entire flank unsupported.
Time to build the maxim is too long, suppression AOE is too low, price would be fair if these were adjusted respectfully. I think you could keep the arc the same if you buffed its performance still requiring the player to relocate and allow axis players to flank, currently the MG doesn't do its job to stop blobs.