You know, it might be a good idea to forget this silly HE round stuff with the M10 and simply reduce M10 fuel cost to 70 so it can once again be a cost effective option for USF. The HE rounds feel rather gimmicky and seem about as appropriate for the unit as the airburst shells were on the Elefant.
I hope that there's no confusion about the functional role of the M10 Tank Destroyer with its unfortunate legacy as a call-in unit and the stale metagames that have persisted as a plague.
If you really want to get wild increase the M10's NEAR penetration from 180 to 200 or even 220(!), but reduce mid range from 160 to 150 and far range from 140 to 120. Alternatively and/or additionally the M10 gun's mid range could be adjusted to calculate at 20 range instead of 25, thus tightening optimal penetration towards closer ranges.
Placing the unit in Major was a nerf indeed, but once unlocked it should certainly be a cost-effective unit against Axis armor. If it's going to be locked in USF's final tier, it must be cost-effective enough to push their opponent towards their final tier. Matching fuel cost with a StuG simply doesn't cut it for a Major tier M10.
What's interesting is that this would actually allow the unit to have better synergy with both Shermans (better penetration) AND Jacksons (more cost-effective for screening).
In my opinion, the best course of action should be to simply ensure every USF commander has access to a tank that can operate effectively in the lategame. Returning the M10 to an effective role would also allow the M10 to be a more suitable option for, say, Mechanized or Rifle company. It'd certainly be more appropriate than the 76mm Sherman's current implementation.
I'd support reducing the M10's cost to 300MP 80FU, removing the HE shell, and see how it performs from there. 70FU rivals the Puma and I'm pretty sure the M10 is more effective than the Puma; it would be far too cost-effective then (You could get 2 M10s for 1 OKW P4).
Deep down though I really think the Jackson and the M10 should also be swapped in this case and that every commander is ensured to have either an EZ8, a Pershing, a Jackson, or SP Artillery (Priest, Calliope.) be accessible.
I'd love to see this, but the issue is that the USF would be doctrine-reliant on dealing with Axis heavy armor. Doctrines with no answer to Axis heavy armor would fail to be of much use (e.g. Recon Support, which has no late-game units/abilities).
Also, if possible, can we sneak an a small buff to the Calliopie?
Discounting Ambulance and Weapon Racks and AAHT (75F) 2 Scotts and 2 Jacksons with LT into Major is 600 Fuel, so either they get the Scotts early and lack TDs or they get them late, which means you'd have more chances to kill them before their Vet1.
But Considering the huge army advantage you describe, it sounds like you didn't bully USF slow start enough and were losing pretty badly army size wise, don't let the Yankees get their hands on fuel and ammo or their lategame power will surprise you.
Very true. Such a scenario is very much a late-game scenario, which usually happens if players are at a similar skill level.
It's not that there is a massive disparity in army size. I usually end up with near-100 popcap as well; it's just that I find it extremely difficult to push when your infantry gets shot to bits in the midst of infantry engagements. Wiping power of Scotts is shockingly good.
Have you encountered any reliable counter to M8A1 Scotts?
Not sure if this is intentional: Calvary Riflemen can upgrade to Thompsons outside of friendly territory.
Generally, I've seen that Scotts are part of LT-Major rush. You can have 1 RE, 3 Rifles, 1 LT, 1 Major, 2-3 team weapons, 2 Scotts, and 2 Jacksons. In team games, you can just rely on your teammate to get AT coverage and get more anti-infantry units.
Also, USF has the overpopulation "feature" they can use.
I don't think Popcap is the issue that stops players from Scotts. Usually, it's having too little AT in mid game.
Either way, if the only "reliable" counter for WM is Stuka CAS and Rak ambushes for OKW... I would say that this unit is overpowered. But before I make that verdict, I'd like to see if my ideas are wrong.
Yeah, previously I've tried medium armor rushes, but at Vet 1 (quite easy to achieve) they just pop smoke and I am forced to back off, lest I eat Jackson shots :/
If OKW's counter are Raks, what are WM's?
I would like to ask for advice on how to counter M8A1 Scotts, especially if you opponent gets a pair of them. They are extremely effective against infantry, and are usually screened by Riflemen and backed up by Jacksons. I have attempted Medium Armor rushes but usually, it doesn't work :/
I mainly play 1v1, so I'd like to know what I should do to counter them in this game mode.
Advice on how OKW can counter M8A1 Scotts would be welcome as well.
yeah he flamed first, you just decided to interpret the rest of it how you saw fit.
No, he did not.
How strange. I play only 1 v 1 auto as well, and OKW is the easiest matchup for me. I find Ost much harder to deal with.
The matchup tends to go like this:
OKW starts off either capping their own stuff or going for aggression. If they go for aggression Clown Car with Penals will wreck them hard. Raketen is the usual response, which is not only very RNG dependent but also reliant on player micro and positioning.
If you lose Clown Car early without inflicting much bleed and/or taking their cutoff, you're in trouble.
Luchs comes around 7 to 8 mins, Guards are the appropriate response and will bleed you, so you need to play defensively.
T70 comes out around 9 minutes. Shouldn't arrive later than 10. Use Penals to screen for raketens and T70 will do the rest. Some OKW players react by going Puma, which usually means no P4. That's perfect because OKW P4 is so good vs infantry, and Guards gain easy vet from the Puma, and you want 2 or 3 vetted Guards by the time Obers come out.
From 10 mins onwards the T70 micro is key. Guards will lose initially to the low cost Volks, but Guards have insane Vet bonuses and Volks have trash Vet, so using the T70 well will transition you into the period of Penals + Guards dominance.
10 mins to 20 mins is usually where I win the game as Soviets. Late game gets harder once he transitions into T4 and multiple Panzer IVs, and especially when his Obers start hitting vet 2 or 3. Not having sandbags or hmgs will often cause problems with mp bleed as well. Being able to
In the late game, defensive play with the T70 (which gives crazy vision) should allow you to grind out a victory. If the OKW player is stupid/noob enough to get a King Tiger, the Soviet player wins instantly.
I once had a 300++ VP to 50 VP advantage, with multiple max vet squads and two P4s at high vet, so I decided to taunt my opponent by dumping all my resources into a King Tiger. That allowed my opponent to instantly win the game because I no longer had resources in reserve, and effectively only had 74pop cap vs his 100 pop cap. His SU85 also instantly became Vet 3, and my Sturmpioneers no longer had time to repair the P4s.
Basically calling in a King Tiger is akin to losing two Panzer IVs at once, while blocking up more than a quarter of your pop cap. It's the ultimate "I lose" button.
This post is long, and it is constructive. You did not make a reply (as in quoting this post), and you continued to ignore feedback from other users such as ShadowLink and aerafield, who were also trying to provide constructive feedback.
Only after you continued to show signs of ignorance did ShadowLink and aerafield give up on making constructive responses and Felix decide to flame you. He expresses his opinions and thoughts quite well in the last post he wrote on this thread.
This thread has been locked. If you have any more grievances or if I have made any misunderstandings, please send me a PM.
I like this idea. It would basically give the same effect as giving the 5 man squad an MG-42 anyway but it's Original and unique.
It's essentially a 15% DPS increase for the entire squad. Add a man for 25% more squad DPS, and in the end, you have a Grenadier squad that has 40% more squad DPS (that's more resilient to bad RNG, e.g. the squad leader dies and you lose the G43) and 25% more durability.
Now that's an attractive Grenadier squad upgrade. Might be overpowered, though.
The activation delay is there because the ability fixes criticals. If the delay is removed the ability could be popped during combat to fix an engine or a main gun (old T-70 self repair comes to mind).
Ahh, I understand now. That's a good reason for having an activation delay.
Replacing Cavalry Riflemen with Assault Engineers would actually make the commander a lot worse cuz cavalry riflemen are panic unit if you lose a vet 1 riflemen snare squad and need to replace that unit plus smoke and the Thompson with a BAR
You misunderstand me. I do not intend to replace Cav Rifles with Assault Engineers.
Cavalry Riflemen are unique, perform decently well at close range, have great utility, and have an interesting CC ability, yet I would not pick Mechanized for this unit. It's probably something about personal playstyle, as I favor using support weapons and not clown cars and bazooka buses.
(Partially off-topic, seeing all the vehicle-heavy playstyles that have grown out of buffing USF Mechanized, I would have liked to see a German Mechanized revamp where they made the Sdkfz. 250 Group something that you would actually want to get. WM playstyle is largely static and focuses heavily on support weapon play, which is why a mobile, vehicle-heavy playstyle would be so refreshing.)
He did not flame first.
He created a long and constructive post as a response to your question, but you did not reply and continued to speak as if you did not absorb what he had said.
I fully understand that he could have been nicer. I fully understand that he was not being polite towards you. My words are aimed at everyone who is not being polite.