just slap between 5 and 15% accuracy on the upgrade and call it a day.
I like that idea.
If it's really not got enough, make it 8-man. That's a much more aesthetic number.
That's kinda scary, but they become hard to manage (try to put 8 man in to cover so that all 8 will be in it) and, also, they became much more vulnereble to AOE damage, increasing bleed for you and exp. gained for your opponent.
General consensus is, T4 is perfect for con upgrade as:
-provides alternative option to rushing T-70(not really atm, but theoretically)
-still can arrive relatively fast
-doesn't impact early game, where cons are ok-ish
-and t2/t3-IS2 players don't get the upgrade.
Still that is power creep, even though you pay for it.
That's a problem of USF initial design. Initial flaw. And this problem can't be resolved.
Imagine if pz4 could pay side armor skirts, tungsten rounds for extra pen and he rounds like Sherman's.
But it technically was that way... Elite Armored. Double vet 1-2 Pz.4J call-in, skirts were 80 muni, if I remember correctly. And the tank was better than T-34.
But true, I don't much like the idea of a T-34/76 upgrading into a KV-1, and this is pretty much the same thing.
I think it should at least cost fuel and be mutually exclusive with the .50 cal.
Ideally, ditch it entirely and add some sort of Sherman Jumbo unit instead.
It is still far from KV-1 in many aspects. The only possible problem is potency against infantry... But Brumbar more potent anyway. And 105-mm arguably too.
I liked your idea about icon, but I don't think right now upgraded Sherman overperforms.
Munitions matter far less the later the game goes, and generally get dumped into 1-2 abilities like CAS.
I am totally disagree. Fuels matters less to the point of float, because you don't have pop for tanks. Or you heavily lack manpower in the worst case.
If the cost of the upgrades matters, T34s should be receiving a nerf to their MGs since their hull MGs deal equal DPS to that of the 3 MGs on the p4s, except P4s are required to pay for it.
If you're compare like this, than don't forget how good T-34's main gun in comparison to OST Pz.4 main gun.
ShadowLinkX37, Balance Team said that in worst case upgrade would cost mp and fuel. So that problem would be resolved.
They are supposed to be as effective as you stated. No OPness at all. 2xPF with AT is both more expensive and also dedicated against armour.
I know its strange but at least PF are doing what they have been meant to.
Ok then. Let's wait until PFs changes go in to the live game and see what happens.
SVT drop. It should be tuned for all soviet infantry (including all kinds of Guards, Shocks, Comissar squad, Partisans and I still wish that it will give soviet sniper a PTRS for sniping both infantry and LVs). In theory, it should also give something different for Western Allies squads and Axis squads, but thats really too much work.
And that all of that would be described in ability.
IL-2 Rocket Strafe. I suggest cost increase. And I don't want to see PTAB in this doctrine.
you could have 7th man be a commissar model and have it be squad leader type situation.
I also had thought of it, but it may create some problems with MGs, Mortars and other stuff.
PFs are still too strong with double schrecks. 2 vet 2 squads will reliably send to Hell any LV including T-70 or Stuart. 3 squads will do the same with MV. So it's obvious that 4v4 will be totally ruined. Replace it with AT-rifles or give them Pfaust, which would work like schrecks, but deals only 90 damage (yes, I know that its strange idea, but the current situation borns even such). Or even remove 1 schreck out - yeah, it will be old Volks again, but, at least, anti-infantry firepower of PFusies is weaker. Or - make them 4 men squad initially, G43 gives 2 men, not 1.
To top it, PFs by themselves are overprised right now. They are simply not worthy that 280 mp cost.
Panzer Commander and STG are fine; Tiger, tied to final tier, is fine too (I suggest that all heavy tanks would be tied in similar way). What's not fine is Tiger vet 4 and vet 5 ability. It's straightforwardly bad.
Glad that Forward Supply Station was removed. It's good ability and needed, just not in this commander. Observation bunkers are much more interesting, but Detection recharge should be 100-110 sec, not 90. Also, camo makes it much more potent.
Breakthrough Equipment - fine changes overall.
About Pz.4J. How about spotting scopes upgrade for it? Scopes will give it +7 or +10 sight range when tank is stationary. It will fit reconnaissance theme of commander.
I don't like current situation with molotovs for rifles - it requires grenade unlock and their throwing speed is kinda too fast.
Cover to Cover - good, very good.
Changes are fine in case of rangers (damage modifier was strange on infantry unit, RA is better IMO). I still would like to see decrease in chance to drop weapon.
Additionally, some vet req. decrease for Calliope would be nice.
Nope, 30 range is too low. 40, please.
There was that problem with Su-76 pen (and its still there I guess), but accuracy bonus is really good and fits IMO.
Need to test that one, so no comments.
I understand the idea, but it's still clearly lacking. Literally zero reason outside of PPSh docks. It doesn't adress main issues with cons (simply because cons themselves are bad) - they still drop like flies without vet against anything with vet 2 or higher. They only became better at utility role and thats pretty much it. 1 squad with it would be useful, otherwise - no, I am totally not impressed even with 1.2 exp gained modifier. Maybe with 1.3... XD
-15 fuel for AT grenades, on the other side, is really-really good, hope it will stay that way.