Sherman gun is exactly 100% has the same penetration as the t-34/76. Only difference sherman fires faster, which can make it or break it in a 1v1 tank engagement.
Still would rather have a T34 anyday |
|
Honestly, i find that T34 is considerably better than the USF stock sherman. The Sherman apparently refuses to pen anything, even with pen rounds active. T34 atleast does. Thats purely my subjective opinion.
All i find the stock sherman good for are the HE rounds, and even those arent beastly. |
|
I still love the T34.. it isnt a shit tank. It performs how it should for its price, and while the reload "nerf" is kinda unnecessary, it really doesnt make the T34 a shit and useless tank. |
|
whoa, you barely played dude. I suggest way more proper multiplayer play time. |
A couple of things i hope u all like, and i hope someone up in relic will see.
Rear echelon squads: upgradable strike package. increase squad to 5, vet2 squad increase to six. weapon upgrades: 5x Thompson's/ 2x Springfield's. maybe smoke grenade. conscript ability to merge with other squads. maby strike package negate there ability to build.
riflemen: permanent multirole mine, from the start. at vet three option to upgrade to ranger squad. 6 men. possible m1 scope upgrade. Sandbags at vet one.
assault engineers: replace grease guns with thompsons. 5 man squad + possible grenade upgrade close range flame thrower, 50% more damage but 50% less range.
m3 half track: purchasable on tier 1 building, upgrades with 57mm at gun with ability to dig in, increasing survivability but permanently removing mobility. or anti-infantry upgrade with either multiple machine guns or a more tortoise-style covered mg with suppression while not moving.
Sherman: buy-able upgrades: 76mm gun , but still slightly weaker than easy eight. tier 1 armor upgrade expediant Jumbo "EXJ" armor. tier 2 jumbo armor upgrade, jumbo armor requires crew to exit to manually upgrade in captured territory, they will be just as vulnerable as strum tiger reload. These should cost fuel.
Pathfinders: non doctrinal first of all. upgrade one .30 cal lmg. 5 men at vet Three. effected by grenade upgrade at hq, same as riflemen(smoke only).
Artillery. US should have build-able howitzer, all the time. homes. late-game. non-doctrinal.
major: vet 3 squad increase to five. or install ability, allows major to garrison inside base. creating at gun in base. size depending on how op this ability is....
And all together, op. but maby we mix and match. Iam sure we can find the proper power working together. I would love some feed back, improvement suggestion and the like.
 |
|
This is clearly too much for Relic to handle. |
The core. Maxims, snipers, zis and to an extend T-70 are viable.
Every other unit is simply bad, over reliance on the doctrines limits you to three if you want to be competitive and yea, still conscripts, forcing you to go for snipers/maxims/elite infantry spam.
Scripts are great, Engies are meh without flamers, Penals can be ok, M3's are great, Mortar is decent, M5 is great, T34 is great, SU85 is ok may need some love, SU76 sucks, Kat is great.
Stock units look good to me.
Sniper spam makes you slow, Maxim spam in a 1v1 scenario has glaring weaknesses, Elite inf spam doesnt make sense because it isnt economical at all. |
|
Karelia sucks people. It might be nice to look at, but nothing more. |
I think yes case right now US is the worst faction in team games.
Feels like if people want to play Allies with a competetive mindset, they choose Soviets. You simply choose USF if you feel like it, not to be competetive. USF honestly feels like the weakest faction out there. |
|
Jesus people, why are you saying that Cons suck. Why are you saying that Cons are useless. Did you even play the game? They hit harder now. Cons can be quite competetive later in the game, because of their amazing utility that they carry all game long and because of the pretty good but not amazing rifle damage. Vet 2 or Vet 3 Cons can be really, really good.
Penals? Never have been a fan. I think they overlap with Cons because they do slightly better at short range. But it feels like they arent even shooting as soon as the target is located at mid or long range. Cons do hit. Penals simply dont. I think Penals need to be designed as a stock, non doctrinal medium to long range rifle unit. It doesnt make sense to cost more and only do a single thing better than Cons. Oh, and satchels ofc. With 1m range.
Guards? Didnt like them that much vs OKW. Still dont like them. They simply get eaten by OKW elite infantry. Button was nerfed to ground, period..."we wanted to highlight the counterplay.." Which counterplay with button? Do you think the vehicle still going at almost full speed and with main gun active is some kind of counterplay Relic? No its fucking not, its simply a nerf. A big one. I only consider Guards to be still competetive anti infantry against Ostheer. But they suck against OKW big time and can be used as light anti tank and maybe a meatshield for Snipers. And all enemy inf units can grab their weapons. They feel like a big living weapon chest available for everyone.
Shocks? They absolutely murder enemy infantry at very close range. I even sometimes think that they might be overperforming. 1.5 armor with 6 PPSH's, Smoke nades and normal nades is just way too delicious against both Ostheer and OKW. You got Falls, Obers, Jägers, Sturmpios, Sturmtroopers? Soviets got shocks. And god, they hit hard. Definetly the most competetive soviet infantry out there. But they still need to be in point blank range tho. And that requires some good micro against a decent player. Whereas your Obers can sit in green cover at long range and laugh.
TL;DR : Cons are great with amazing Utility, Guards arent that great, Penals arent competetive at all and Shocks murder all that is human and of german nationality. |