Is there a particular official reason for removing the buff? Every squad needs to purchase he upgrade first before they can benefit from it, which I believe takes up one weapon slot.
Hell I wouldn't mind if the speed buff requires losing one weapon slot or at least one guy always having to carry the minesweeper. I get that Sturmpioniers shouldn't be great at everything (even though they never were), but I'd rather take a hit to combat power rather than take a hit to their support power. |
There's the issue of realism (re what Sherman ought to be compared to how they were in BoB) and the issue of balance, which can utilize realism but in pretty much all cases with Relic does not.
Given that Relic tends to gravitate towards just stat changes that brings desired performance rather than performance you expect in real life, I'd expect a more consistent change towards this issue is simply buffing Sherman;s AT ability...assuming it needs one in the first place.
I mean the results of a 76mm upgrade idea is just AT buff, so all Relic really needs to do is change penetration stats, not add some fancy upgrade for every Sherman tank. It's easier to do, makes handling a common USF unit less micro-intensive, and doesn't require spending more resources to turn a shit unit to actually useful unit.
Then again, I don't have problems with how it performs. If you want a go-to AT unit you already have 57mm and Jacksons, after all. Giving lots of special treatment to a medium tank would risk trivializing those units whose specialty is AT work. |
Less diversity - more balance.
More diversity - less balance.
Just a remider, the most balanced RTS games have mirror design as much as they can and they are still very enjoyable.
Don't quite agree: IMHO it's more like
Less diversity - easier balance.
More diversity - harder balance.
|
well i meant as replacement to healing |
I think no army in general should have weapon racks. It's "simple" coding to have USF and UKF to get weapons on the field. The WORST thing with USF is having to go all the way back to your base when your on the field bc you need weapons. Hell, the second worst thing is the upgrades can only be purchased in HQ sector.
But even that idea is 1000x times better than weapon racks placed at the corner of the map.
I think one way to do this is the Ambulance can be upgraded to carry the weapons so when you deploy it, you can buy right off it. Stick the truck next to Major and you're set. Paper thin armour and slow movement compensates for this. |
its not a bad idea ... vcoh shermans had this through vet , but i don't remember in what the sandbags really helped. Last I read, it was only cosmetic feature.
Axis tanks are the only vehicles that actually gain more armour through veterancy, I personally think, at least through a commander unlock, Shermans could get this feature, through something like only Vehicle Crews can give it to them, or as part of a Hull-down sort of commander ability.
In terms of what this can do through gameplay effects, some ideas can be the typical increased HP, reduced penetration change, reduced critical hit change, or even make units repairing the vehicle less likely to take damage.
And yes, the logs were carried so they can used it to unditch vehicles that got stuck in mud and steep ravines and such. |
lol wut?
in short: you want to buff Sherman penetration and your idea is the most convoluted way to do it. |
I personally think Ram should be reworked so it's basically vet0 Blitzkrieg but will collide with any enemy vehicle like how Ram works as-is, and/or collides with things like breakable walls or trees.
This way, their low HP is compensated by the ability to move faster when its used, as well as retaining the Ram feature.
Sure it's more or less a ripoff of Blitzkrieg, but besides the fact that OKW also rips off Blitzkrieg, this is slightly different in that it still overheats engine, liable to hitting the wrong vehicle, shorter duration, and tank's lower health and AT performance compared to panzer4. SO what you have is a tactical ability to outmanouver stronger Axis tanks (compared to how Ram works how, it's a direct charging attack that disables weapons AND breaks the vehicle, or stuns the vehicle if it misses), preferably by using more than one T-34 at a time. |
I don't know if Sturmpioniers should have same repair speed.
Now I admit, that's coming from a OKW bias, but there's also the fact that they are expensive and slow to reinforce compared to other builder units, plus the upgrade is required to allow for the faster speed; other units require veterancy, so there is the asymmetrical gameplay part to it.
If there is anything to change, it could be that one of the five veterancy levels ought to improve their repair speed. Hell I'd gladly trade that for the concussion grenade given that it's hardly ever used (in my playing anyways, by the time they get to vet4, they'res already suppression and tanks and squad wiping leIGs. |
You need to look at it from the perspective of bigger picture and end result, Big Red 1.
End of the day, your idea is simply "better AT capability". Which you have to admit, can be solved by simply buffing the M4's main gun in terms of penetration and/or base damage.
Never mind whether it makes Easy Eight redundant, the idea you propose results in just that. So you wouldn't actually need something superficial like an unnoticeably longer gun barrel that is expressed as a 60-90 munitions upgrade (that takes up time and resources to dom and also becomes a burden to keep alive).
Question then, is whether your idea for 76mm gun upgrade is merely a matter of balance considerations ("more offensive capability"), or just a matter of getting something that just/ also looks it? Because if it simply a mater of M4 needs better pen, then you just increase their pen, you don't need to get convoluted with a whole side-tech upgrading that you'd need to do with every tank. We're not talking pintle MGs that only deal against infantry and anti-air here, we're talking a drastic change to the main medium tank of this faction to increase its base firepower.
In any case, having it as non-doctrinal also makes Easy Eight less useful of a commander option. You'd have to make E8 much more powerful (which is unreasonable) to make it a viable alternative to spamming M4s, and also means every USF player would just spam M4s than risk making Jacksons.
So what would happen is thus:
-players don't bother choosing Riflemen Company and just spam M4s
OR
-players do choose Riflemen Company, and never bother with this upgrade ever.
EDIT: While we're on that subject, what exactly is different, stat-wise, with Easy Eight compared to M4? Obviously the 76mm gun, but what else, does it move faster, higher health, less accuracy penalty when firing on the move? |