With multiple sherman tanks it can be confusing and frustrating to micromanage the different ammunitions types. By this I mean that checking what the round loaded is requires mousing over the button. Additionally swapping ammo has the same hotkey So you must individually select shermans to swap unless they all have the same ammo type loaded
I think to resolve this it would be benificial to have a visual indicator for ammunition types over the unit portrait or physical tank or something so ammo types are clearly indicated like jackson AP rounds
Also i think changing the hotkey so its not swap but set ammo type (aka use 2 hotkey so you can set several tanks to the same ammo type at once ex. x for heat y for AP) would make it easier to swap when you have an oddball ammo type in your group
It takes precious time to check and swap ammo types i think making it clear what ammo your using and what your swapping to would help make it easier to micro multiple vehicles.
You overemphasize the weakness of USF a little bit, there are some strats that can really kill the axis such as early rifles and AA HTs vs Ostheer, the m20 rush + sherman rush vs OKW
I feel like most of your points are well established problems and i can agree with most of them.
The counters for the situations you describe imo are
a) Jacksons/m10s (jackson for spam m10 for 1)
b) Stuart, sometimes Sherman rush
c/d) Hubris
Everybody hates OKW even the OKW players At least USF is super fun
I think its more than just the maps and the unit performance, Both USF and Soviets can just get smoke grenades fairly early and eliminate mgs from play so using just 1 usually doesn't work out.
But they can still work if you get a ton of them b/c they need alot of munitions and time and effort to smoke their way through like 3 mgs which ive had moderate success with...but then why didn't you just get 6 versitile grens instead of this highly immobile and fragile 3 mg army?
Also vs USF you really can't spam mgs very early b/c of the m20 threat, and then after you get t2 out why are you going to go back and try to get an mg spam going when they might already have nades, and will certainly have vehicles down your throat.
Im not saying the MG is weak or strong, just that there are so many ways to beat it which don't involve "running in from the front"
They could probably try changing a couple things if they really wanted to adress it that badly, but it would make the game quite different
First cover stops giving bonuses if you get close enough, that promotes blobbing when cover doesn't matter probly have a reason for that mechanic but idk what it is
Second Flanking is incredibly risky because of how vulnerable units can be on retreat especially with tanks around some people have suggested custom retreat paths to mitigate this and give more player control idk if they can engineer that though
Thirdly earlier in the game infantry fights seem to have a nice pace, later in the game units die really fast so there is no point in manuevering units into the perfect spot if they will just stand there for 1 second before they get blown up or shot to death. they could adjust veterancy to make later game fights just as slow as early ones
these don't affect specific unit values(though they would buff/nerf some units) but would make it a little more rewarding to space units out use cover and flank/manuever into position
Are you losing to this? Or is it just boring to play against? Both?
I feel like blobbing while not the best way to use troops, is a safe way to play you don't get split up and your units are together but they are not used at maximum efficiency and could still be used better
Think they do like 20 damage. They also apply a debuff and any vehicle with a debuff that hits an additional at mine has a chance of engine damage/imobilized
Additionally im not sure if clustering them works b/c if the first mine kills the other ones that would mean that the vehicle only got 1 debuff applied and won't receive criticals right?
So you should be putting them in strait lines and hoping your opponent drives over them consecutively i guess? I've used them quite a few times arraying them in a multitude of patterns and had virtually no success with them
So why do i have to spend 25 munitions for a chance at engine damage when a real mine costs 30 munitions...also im still not really sure exactly how they work b/c of the mines blowing up other mines thing hitting the lottery is nice with imobilization but idk they are just hard to make work imo
You do NOT compensate for the NERF, because it would lead yet again to unit being OVERPOWERED for the COST and we'd be BACK AT STEP ONE.
This is why it is called a NERF and not STAT RELOCATION.
And to picture it better to you:
I don't remember Guard Rifles getting any cost reductions or compensations when button and PTRS were nerfed.
To be fair we have no idea what relic thinks of this unit or why they changed it since there were no patch notes or explanations given for any of these changes
Ive found that 3 grens 3 mgs, scout car, 251 w/ the pgren call in is pretty dealing with con spam into shock spam. You just need several mgs or several light vehicles. You need at least 2 grens per shock to stand a chance at winning if they charge you if not retreat when they get close save your manpower