Besides asymetrical gameplay, the reason why is because SU-85, ISU-152, and now SU-76 fulfill your antitank needs just fine.
What will happen with units like BS3 is either no one uses anything but BS3 because it's so much better...or no one uses BS3 because it's hardly more practical.
If you want late-game team game support, you get one or more of the above. |
Whats the point of 251 if 250 can do the exact same thing as it does? |
If Maxim is best setup time, MG42 has best suppression, and 50cal has best damage, IMO MG34 should be in the good combo of their attributes statwise.
And no, it should not be non-doc, OKW already have kubels, plus you need to fill in two doctrinal slots to deal with that.
Maybe also give MG34 a different vet1 ability? Besides stats it is literally just OKW MG42, maybe a sort of Focus Fire clone that increases some stats but limits firing cone. |
It should be able to hulldown by itself to give it a mobile pillbox role.
Probably won't do very much though, since it can only garrison regular infantry and not HMGs.
I personally think it should come with a weapon like 37mm or even 50mm gun. MG is useless for a 40 fuel vehicle, it would either perform worse than M20, or it does and is overpowered as it's a giant kubel plus clown car combo. |
The issue with USF being more micro-intensive isn't terribly bad when it's 1v1, but once you go higher, you can easily get mauled by multiple players' worth of units. At least Ostheer can count on bunkers covering some of your gaps; Fighting Position on the other hand is crap, so defensive structures is not an option for USF.
The closest we can expect for a heavy tank is through doctrines, and frankly, that isn't a solution unless that doctrine becomes the ONLY commander worth playing, which is probably what would happen unless the Pershing unit would play out like crap. In other words, introducing a heavy tank for USF is nice, but ultimately is not (or should not be) a solution but rather an optional extra via commander.
One thing to consider: Volksgrenadiers have no vet1 unlock like most infantry units in this game, they instead gain -10% received accuracy. Riflemen only unlock a critical hit ability (compare with T0 AT capabilities for OKW, and Grenadiers' Panzerfaust also at T0.
IMO, seeing as how USF is really attrition-based, Riflemen's vet1 could be something like passive healing to make up for having high risk of losing men when they are out trying to take the map. Nevermind ambulance is paper armour, slow, and building one means you cannot be using T0 to get weapon rack, grenade upgrade or more men, and healing would only apply out of combat and doesn't replace reinforcing. That, or Ambulance reinforces and heals even when moving.
As you say USF is all about flanking to be effective, I think factional benefits ought to emphasize that, ie BARs allow your units to inflict greater damage if the target unit is not firing back (re they are firing at something else).
Also, no non-doctrinal mines besides investing into LT and M20, whereas everyone else only needs T0 builder unit. |
I think it would be OK, the only problem I see is that it replaces USF on account of actually being useful. |
I think he's just trolling as usual. |
Not sure how the Hellcat would perform when you have M10, Jackson and Easy Eight to compare. I'd personally rather have the M18 be able to camouflage, would make them more useful in hiding as well as alpha strike.
Anyways if I were to make an Hammer/ Anvil theme:
Hammer:
XCP: Infiltrate Pathinders (spawn out of ambient buildings, otherwise same as airborne Pathfinders but cost more)
XCP: Recon Flight
XCP: Fast Capture (when activated your vehicles will capture slowly; vehicle crews and infantry capture faster than normal)
XCP: M3 Halftrack w/ Cav Riflemen (come with SMGs, can upgrade to M1A1 Carbines and throw satchel bombs)
XCP: Calliope Off-map Barrage (150-200 munitions)
Anvil:
XCP: Man the Defenses (passive: infantry gain bonuses when fighting in cover/ garrison)
XCP: M1919 LMG unlock (LMG plus Defensive Stance toggle)
XCP: Victor Target (USF version of Ostheer Coordinated Barrage; M8 and pack howitzer will barrage target at 2x range)
XCP: Combined Arms (when activated infantry sprint when near vehicles; vehicles ROF increased)
XCP: M2 90mm emplacement: basically FlaK 88mm for USF
FYI some of these ideas were ripped from Ardennes Assault, because come on, some of those abilities can really work in this game. |
Thing is, you either cant decide if it's VP or Ann. match the same way you cannot decide what AI difficulty without unchecking the boxes. And I doubt Relic will revise the AI just to add another option box to deal with that. |
It would make for longer matches since it requires taking out the enemy base, which includes taking out the base MGs and constantly dealing with new units coming in, on top of the optimal tactic of taking the whole map to deny resources to the enemy.
At least for VP, taking out the enemy base is just an option, and usually a less efficient one.
I normally play custom annihilation matches these days, for the harder games, it averages 40-60 minutes, which I can understand most people not wanting to spend that amount of time on a single match. |