RE echelons have better DPS than pioneers from range 14 and above. They also have better DPS the combat engineers at all ranges. That combat abilities are in line with other units of their class and cost.
DPS calculation includes accuracy? |
I'll just say that multiple rear echelon starts are better than people seem to be giving it credit for.
Also, all of these ideas have to keep upgunned RE performance in mind too. Make the REs too cheap or cost too little to reinforce, and they become hyper efficient weapon carriers.
True, this is why the problem isn't rear echelon but other factions starting units. Although they could be priced back 180mp and keep they 25mp reinforcement cost.
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Elite crew could have binoculars upgrade, giving +10 visual range that would be enough.
Would be OP on some units... |
I didn't know the Hetzer could run circles around ATGs and destroy infantry left and right or wipe retreating squads half the time either. But here we are. (Also as I've just tested it takes significantly longer than '5 seconds' to kill an ATG at max range and USF/UKF ATG have a fair chance of killing it before they die.)
I guess it was stupid of me to just assume it was logical for everyone that moving a unit to another tier does not mean it should retain all of its current performance.
So let me rephrase my original suggestion. Move Hetzer to T1 or T2 so it's available earlier and instead becomes a risk/reward choice between fast tech or possibly better map control. Nerf performance accordingly if needed. There we go, wasn't that hard now was it?
But still completely stupid, if you nerf the performance it becomes useless. If you keep it as it is, you completely screw any gameplay revolving around light vehicle. Do you remember why the Luchs has recieved those building time nerf?
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When this unit was being added to a commander as part of the previous commanders revamp, did the team consider adding it to the US as a default unit?
It would solve their late game problems and make them a better all-round faction. It would also make them a lot less dependent on commanders for decent late game armour.
I'd rather see the Calliope being stock to complete USF late game arsenal. |
The sum of fuel would be about equal to the T-70, which is comparibly deadly. I don't see why it couldn't act as a more expensive Luchs as an intermediate light/medium vehicle. It would also be helpful if you made a constructive argument or proposal instead of this nonsense.
Cuz USF T1 would be completely fucked up? I let your try to "soft counter" it with a M15 and Zooks.
You can't be serious about your argumentation, this is exactly why the Ostwind has been tied to T3, and you want to make the same error again. |
USF
ARMOUR COMPANY
Assault Engineers
Veterancy 2 now bolsters squad to five men upon reinforcement
The issue with Assault Engineers is that they never reach vet2 before ending completely useless. Why would I call a 280mp unit that is bad right of the bat just to wait for a hypotetic vet2 buff
Elite Vehicle Crews
Repair speed increased by 0.5
Veterancy gain increased by 15%
Interesting change, but i don't know if that would encourage me to pick this doctrine
M10 Tank Destroyer
Aimed HE round ability added that will blind enemy tanks and disable weapons for a short duration enemy tanks for X seconds and provide decent effect against infantry.
Basically what the Stuart already provides but a bit easier to use, I'm not sure this is the kind of ability that encourage me to pick up the doctrine
Sherman 105mm Dozer
The intention has been to give this unit a more devastating anti infantry and emplacement profile. Stats reflect a less potent Brumbar, with the upside being that the 105mm is turreted.
AOE damage from 1/0.35/0.0.5 to 1/0.35/0.175
AOE distance from 1.125/2.25/3.375 to 0.325/0.75/5.5
Veterancy 2 Bonuses from +20% speed, +20% rotation, +30% Accuracy, +20% Accel/Decel to 0.8 Received Damage, -15% weapon reload, +20% rotation
Veterancy 3 Bonuses from 3: +35 weapon rotation, -20% Reload to +35% weapon rotation, -10% weapon reload, +30% Accel/Decel
240mm Artillery
Need to do more test but even with those buff I can't see the bulldozer as anything else than a troll unit, safety would always recommand me to build a regular Sherman and use HE shells
240mm Artillery
We have redesigned this ability to still be a strong area denial tool, while inflicting more consistent yet less devastating damage to units in the affected area.
Number of shells from 5 to 7
Duration between shells from 12 to 8
Instant kill crit against infantry removed
AOE damage from 1/0.15/0.05 to 1/0.2/0.125
AOE from 9 to 10
Any improvement for this ability is good to take, need to do more tests to see how it impacts the game
I have been picking this doctrine on 1vs1 for some time this patch, mainly for the M10 cheap price to counter Pz4 rush strats. Elite crew and M10 ability revamp are nice but not enough to change my mind about it: nothing on its own, just a counter pick for Pz4 rush strat.
MECHANIZED COMPANY
Mortar Halftrack - Removed
80% of the time you pick this doctrine is for the Mortar HT, I guess you just killed the doctrine with that change.
Mechanized Group
WC-51 and M3 Halftrack consolidated and available from the Rifle Command. M3 requires either a Captain or Lieutenant to be deployed.
WC-51
50cal HMG upgrade cost from 60 to 45
Receives shared experience
Have ever ask yourself why nodoby use the WC51 and M3? I mean Refit and Refuel may give them back some interest early game but that's not what it is supposed to be, WC51 and M3 require a monster of attention and baby sitting for a really low value. There is also another reason why you don't see them: Suppression / Atgun tiers system out of date. You want to give WC51 and M3 some more love, try to give them suppression ability for a munition cost then people would emphasy them with a T2 build. Actually a vehicule that propose neither high anti infantry value or high anti tank value (at least at the momento it hits the field) is just a waste of money.
Refit and Refuel
Re-added to the game in free slot
Combined Arms
Added in place of M21 Mortar Halftrack
76mm Sherman
Population from 14 to 12
Cost from 380/135 to 380/125
76mm Sherman provides a good alternative… to Soviet and their T34-76, what kind of alternative does provide the 76mm to USF? nothing enough interesting. Better remove it and add the Easy8 to this doctrine. |
Can't wait for the replay  |
Why don't your turn your Sherman on AI Shell? If obers are the greatest threat then focus them down and you may get a wipe in the process. If you manage carefully your sherman and keep your REzook squad nearby, the Pz4 shouldn't be a problem.
You also don't say anything about your commander choice which may be crutial to unlock your situation.
What I mean is the M8 is more than enough to deal with Obers and cost less than the Scott (and come sooner), or you can call 1 or 2 HT mortars and play more defensively with M1919 instead of BARs. Ultimately you also have the pershing and Rangers etc...
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With USF often i have troubles with this, in an equal control map game, i have all my vetted bar rifles and maybe one or 2 50 cal. , and a sherman, okw has obers + raketen e and some volks or p4 to protect flanking. In a fuel advantage situation i would prefer scott + jackson, but normally rushing scott while he has a p4 in a minute is risky. So these Obers shred my rifles models so easily, and double ober that flank that squishy 50 cal could kill it easily on retrat with that long range dps. With soviet ISU or Katy are always good, with brit normally i camo commando squads and dobule bren tommies has better long range engages with ober, but with Usf, i'm always in trouble. Obviously in open maps. Thank you for advice.
You can build a pair of position with upgrade deep in your territory to cover your flanks or a specific area.
This works well if your opponent went T2 and don't have an ISG.
Otherwise Sherman first if you went T1 is a better idea than Scott unless you dominate your opponent.
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