Most of the heavy tanks work like this. If they hit, they tend to wipe things.
Playing against a heavy, that's super frustrating: heavy appears out of the FoW and boom your full health squad gets one-shot.
Playing with the heavy is just as frustrating, because those heavy guns are super inaccurate. Most of the time they're going to hit nothing. Whether your heavy is useless or annihilates your opponent in a few minutes is entirely at the whims of the dice.
The solution used for the Brummbar is the best option for heavies: make them deal fairly even damage across their whole AoE. That way, a heavy will consistently take squads down to low health, but it won't randomly wipe full health squads. |
Ah my bad.
Which one? editing the weapons or changing the model?
As far as I know, you can't put a flamer on a Sherman model and have the animations work unless you turn the Sherman into an emplacement. |
You know people didnt use easy8 in months when they say it would be too strong with calliope (LOL). If okw p4 with stuka and t34/85 with katyusha are ok then how can easy8, tank with less hp than t34 and less armor than p4, be too strong with anything? Tiger with pwerfer, comet with mattress, is2 with katyusha, kingtiger with stuka are all ok but a fricking EASY8 IS TOO STRONG? Please at least play ONE game with this tank before speaking out.
I don't think it'd be overpowered, but it'd probably kill poor Tactical Support stone dead. |
Nah what I meant was the tank acts as a churchill crocodile with everything else being identical to a churchill croc but using the model of a sherman and adjusting its health and armour values. For example, there are now several models/skins of the t34 in game that all function identically to a regular t34 but look slightly different (packs and fuel cans etc). What about essentially giving USF a churchill crocodile unit but using the radically different sherman model rather than a similar model and adjusting its hitpoints.
What would be easier though is just changing the weapons. I believe the mod tools can't add the 'flamethrower' itself to the sherman model, i.e.-the appearance. I haven't seen anyone say that you can't swap out its hull MG/Co-axial MG animation for a flamethrower animation and use the flamethrower damage profile for that weapon rather than the machine gun animation and damage profile, similar to how the KV-8 can shoot flame or shells out of it's barrel.
That's what A. Soldier was saying: the modders have tried exactly that and you have to turn the Sherman into an emplacement to make it work. |
Ok...who the f#!€ would vote "no".?
Polls in this community in a nutshell...
Five people, apparently. |
Pretty much what Atomic said. The 251 does a lot more damage, but it also costs munitions to upgrade and can't fight vehicles.
Also remember that the 222 isn't a light tank: it can take damage from small arms fire close up. This usually isn't a problem for it as it can outrun any infantry that start damaging it.
However, be careful not to get too close to infantry with anti-tank grenades. Those abilities will damage the 222's engine and it won't be able to reverse away. A mob of infantry can then destroy it. |
What about literally just a churchill croc with the skin of a sherman and adjusted hitpoints or something like that?
Do you mean it still looks like a Churchill, just with 'Sherman' written on it?
The mod tools apparently can't stick a flamer on a Sherman model. |
Those would all be buffs. This is just a quality of life change. |
Flamenade IMHO must be docrinal behind feuerstrum (I love it but it doesnt make too much sense being stock)
They got it in the first place because without it they're screwed against garrisons.
Same reason USF got a T0 mortar. |
I thought it was phosphorous grenades?
Which inflict DoT. Same mechanic. |