Why wouldn't you just get a cheaper jackson with 50% more range then?
Because the Sherman has decent AI and could get armor/HP buffs with the upgrade. It could serve alongside the E8 as the USF's 'main battle tank' that the stock lineup lacks, I don't know. I'm just trying to suggest ways to implement both flavour and utility while retaining balance.
Instead of just shooting everything down, maybe try to be constructive for once and offer solutions. |
Not so much a bug but rather an oversight (I guess). Reposting this for exposure as there wasn't anything about it on the 1.5 patch notes.
Elite Armor's Panzer Commander's Artillery Barrage is pretty broken against enemy tanks. See below.
Panzer Commander
-Artillery Barrage delay from 3 to 0.
-Now increases main gun accuracy by 10%.
-CP Requirement from 8 to 5.
I tested this a bit. I think the artillery barrage as it is right now is very useful in deterring infantry blobs or AT guns. Definitely helps a lot to make the Panzer Commander worth it over the pintle MG.
However, it seems way too powerful against enemy armor. If the barrage hits in full, it does up to 60-80% health damage on superheavies like the ISU-152 and IS-2 and can potentially 'one-shot' mediums and TDs (and the Pershing). Even if poor micro on the enemy's side is to blame, losing (heavy) armor to an 80 munitions ability seems unjust. Engine damaged tanks might not stand a chance to escape the barrage. I would suggest to lower the damage to vehicles or spread out the shells a bit more.
See image below. Both ISU-152 and IS-2 are struck by one single Artillery Barrage by the Panther and lost a very significant amount of health. In the same test, Firefly and Jackson were killed instantly. Pershing was killed/abandoned instantly. SU-100 and T-34-85 survived with about 5-10% health. All tanks were 100% HP before getting hit by 1 single Artillery Barrage.

(T-34-85 was accidentally shot by spawning Jackson)
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What about making the HVAP rounds a 20-50 fuel upgrade for the Sherman 76? This would make it a Panzer IV equivalent by default (as its price would suggest) but buying this upgrade would put it at Panther gun level (as the upgrade price would then suggest) - allowing good scalability that is healthy for balance. Perhaps add a small armor bonus too.
Reminds me of CoH1's Sherman 76mm upgrade. |
OKW:
- The medi-kits of 221 and 223 are kind of confusing, because Sturmpios can make them too, also without Vet. Remove it or replace it with something else, like a capture-mode. (223 should lose the ability)
I think the idea of healing is fine. I actually like it as the 221/223 can easily drive around to different squads. However, the current implementation of dropping a stack of 3 medcrates is impractical for this purpose of frontline healing. I think it should either drop one crate at a time or it should be able to select one squad for healing (like OST medpacks). |
Hmm while the current ability is already great I wouldn't mind changing it into something that boosts income for the entire team (in a nerfed form), especially if there's going to be a limit of only 1. Share the OST players' cache manpower burden a bit.
Also regarding the 221/223 I think it would be nice if the healing ability worked a bit different than Sturmpioneers one. Perhaps make it drop one crate for 15 ammo (same cost)? Given that this unit is supposed to be healing near the front line it makes more sense to drop only one crate at a time. I always found it impractical I have to drop an entire stack with the Sturmpios if I want to heal a squad near the front.
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Played a couple of games with ze Germans, here's my opinions:
221/223 is very, very nice, however it would be better I think if the Logistik upgrade would be separate since it makes sense to limit the FuG to 1 because of the vehicle sensor but not for the lockdown ability.
Maybe the FuG could be separated into 2 upgrades:
Command Car and Logistiks Car, the Command Car being limited to one and having the Relay and the Logistiks Car being able to capture and lockdown territory? Sounds fair to me, at least on paper.
If the limitation is indeed based on the vehicle sensor I think this would be fair, they couldn't be spammed anyway (as caches) because they are 4 popcap.
Does the lockdown ability generate extra resources for the entire team or only for the user?
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If the 221/223 becomes final, could the OST 222 bulletins be added to OKW? |
It does have the bonus vs snipers at 1.5.
Yeah I noticed, snipers die in a single burst if they are caught before retreating. This might need to be toned down a bit, lol. Especially because the car will push them out of any heavy cover they are in.
3-4 burst on retreat, this seems appropiate.
I love it already as a pretty good counter to UC/scout car, snipers and HMGs which are inherently OKW's weakness.
I'm assuming the 1 limit on (FuG) radio is intentional? |
Concrete Bunkers will put a stop to anything early game on those MOBA style maps with lanes, sure to ruin a lot of games, completely denying infantry play in maps you can't flank it. Even if you flank it has the health of a Panther, will a Paratrooper Demo even kill it in one use?
It is tied in with Pak43, so it will be at 8CP. That's plenty of CP to bring out AT guns and medium tanks to counter the bunkers, especially in team games. HP/armor stats can be tweaked.
Ah, so they are going to cost you fuel, lock you from light vehicle and cost you population cap?
Oh please. Do they also fire in a 360 degree arc, damage light vehicles and have good squad wiping potential? This comparison is stupid.
Andy, does the 221/223 have the same 1,5x accuracy multiplier against snipers that the 222 has?
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Looking forward to testing the new 221/223. I'm a bit concerned about its timing but otherwise shaping up to be a great unit and a welcome edition to OKW. Changes to OST commanders look great, too! |