After trying the E8, I really like the tank commander. The tank felt like it was consistently hitting infantry unlike before. When it did hit it usually killed a model rarely did squad damage. At Vet 3 it almost felt like a sniper. |
New paratroopers change is great. Most of the other changes make sense. Haven't tried to use the E8 yet but what about adding target weak point to the tank commander. Would be an additional incentive vs going for a reg sherman |
Depends on what changes we are talking about.
Its lethality is heavily dependent on being stationary (almost all the damage is in the 50cal...which has 0.375 moving accuracy) and the Canister Shot. Locking away either the Canister shot or some of the DPS behind vet would still leave it with its excellent HP, Speed, and Vision.
Likewise if you go after its survivability, its going to depend on how much is taken away. A Greyhound with canister and 50cal at a Stuart timing is going to be very scary, and not a lot of AT weapons will be on the field at that time. (222 would actually be able to hunt and kill it though, Greyhound only narrowly wins with its current stats)
Your reasoning seems quite weak, everything you said minus health can easily be gated behind Vet. Speed and vision Vet 1, restore DPS behind Vet2. The fact that a 222 can scare it off while costing half the gas is plenty. Ost has faust, At gun and mine along with shrek's available. If the player chooses to invest or not is up to them. Just as a USF player goes LT they made a decision to forgo AT gun. OKW is an even better position to fight back with Lucas, puma, faust, shrek and rak.
Also canister shot is fairly useless due to its range. You are setting yourself up for snare |
I'd asked for something like this as well.
Trading some lethality to tie it to an earlier timing and tech makes sense imo.
Other possibilities:
* Hide the canister shot or the 50cal behind vet 1.
* Bring its HP in line with a Armor Skirted M20. This would make it a massive glass cannon, but without the benefit of smoke pots like the M20.
How about a overall nerf to DPS that is restored once the unit hits Vet 1? Like 10% to reload and range. |
Read the post, the guy said to remove the ability only on hypothetical 76mm with dozer upgrade. Also I highly doubt that balance team will implement it.
Mechanized is top picked doctrine in 1v1. So it makes sense to nerf it, as it was with Osttruppen and will be with KV-1.
AFAIK 76mm has better AI then E8 simply because of its innate Rate of Fire.
It could be forced to use AT rounds only. Like you said it is an idea highly unlikely to be implemented. Was just trying to think of a way to keep it in the commander. |
that's not a nerf though. This actually looks like an improved E8 without self repair while having ridiculous ROF that e8 lacks. Not sure that this is a good idea. 76mm is already hefty strong
That is exactly what I was going for. Compared to the E8 it would have better AT but little to no AI which would allow handheld AT and AT guns to counter it. The lack of repair crews helps limit the overall blob potential. The goal is to keep tank diversity and giving USF player multiple options. |
For the mechanized dozer upgrade what would you guys think of making it available only on the 76mm. To balance out the upgrade it could lock out the vehicle crew once upgraded. That way the player would have to chose between AI, AT with ability to chase or a brawler that needs RE for repairs. |
To address Rifle Company in general.
It's worth noting the range increase on the Easy 8 means the accuracy and penetration at its previous range values got improved as well, so it's a bigger buff than it might seem.
And sorry, if you don't see a use for Riflemen flares or sprint, that's just unfamiliarity with the doctrine. Sprint also got a CP reduction so it's relevant during early mg42 and early light vehicle engagements.
I'd say even Rear Echelon Flamers are worth it now ever since reinforce cost for Rear Echelons went down from 25 to 23 manpower, not that hard to fit in a second Rear Echelon into your composition now, be it only situationally the best choice.
WP offmap got its cost reduced from 130 to 110 munitions to be in-line with Cluster Bombs offmap cost.
So yes, the doctrine got only soft buffs (with the exception of Easy Eight), but that should be enough to push it from "just not there" to being in a good spot.
Even after all the soft buffs the commander is still mediocre. The changes to the E8 are good but AI/armor is lacking compared to P4J for cost. Flares and sprint are highly situational. Sprint cost what 15 muni to use if I remember correctly. So to force a MG retreat with certainty a grenade should be used which means 45muni is gone on one encounter. Early game that is unsustainable due to lower income. I do agree that it is useful to catch LV unaware/unsupported but again that is situational. RE flamers are still super squishy and saving a whole 2 manpower does nothing to help, that is unnoticeable over the entire game unless you build more than 2 RE which no one is doing if you are playing seriously. I agree with the WP offmap buff which seems to be a fair price since it can be very versatile.
Personally I would like the E8 to have 240 armor with fuel cost increased to 160. Maybe give RE flamer 15% received accuracy buff since it locks out smoke and minesweeper. |
The 105 sherman immediately fires after performing the 105 barrage, pretty sure that is not intended.
Great work guys been waiting for this patch. |
The only faction out of five where the changes feel somehow underwhelming. Still a step into the right direction but there is missing something. There were many good ideas about Recon or Airborne floating around for example, but overall only one commander ability was changed at all (dozer upgrade removed). Sad 
Armor Company:
- changes to 105mm Sherman and 240mm offmap are a good thing -> thumbs up
Rifle Company:
- buffing E8 slightly in Range, Speed and turret rotation won't make this commander work suddenly, i don't think this will be enough
I agree, small buffs to E8 is not going to fix Rifle Company. Fire Up should not require 1 commander slot, something else should be bundled with it. I would like thompson upgrade or maybe allow fire up to work on tanks also. The RE Flame upgrade could probably use a tiny bit more Recieved accuracy buff to make it a worthwhile choice. |