These changes generally do not help against the LT rush. Sure the 221 is tougher, but it still hits the field later and needs its autocannon to even fight the M20. Not enough testing with the sniper since he sets MP back quite a ways so I would still only try to build him when in a stable position, though he does survive katyusha rockets pretty well now rather than being killed 2 meters away from the blast zone and rifle fire(had him eat a PTRS rounds as well before back pedaling).
I think Ostheer could use some ability to build cover in the pios or grens as well. If we don't want to scrap 75% of the 1v1 maps which are CQC maps, at least allow Ostheer the ability to better fortify areas that are somewhat suited to their ability to fight at range. Everyone else can build some sort of green cover(sandbags and tank traps) but Ostheer has a mp costing bunker unless you went something with trenches.
Also we still need teching adjustment to LT tech is made more expensive and captain tech is brought down to the same level. (65-70 fuel for either?)
And utilizing the pioneer sight buff is not that easy if you need to pull a unit off for capping/recapping and LOS blockers, though I do notice the MG 42s damage at range, even in green cover.
Heavy tanks are already easily flanked by Mediums with out blitz, just remove that and it's fine.
Not really. Even when flanked, their high rear armour means it's ridiculously difficult for non-doctrinal mediums to do damage. And said heavy tanks, if they even can get their turret facing the target can then rotate as fast as most mediums can circle strafe.
Look at P4s vs IS-2 sor T-34-76s vs KTs. They have extreme difficulty even punching through the rear armour at point-blank.
I'm back after a long hiatus from pretty much anything to do with CoH 2 in terms of video making and took some advice and used OBS to get a better quality replay.
If the issue is survivability with the 4 man crew, why not change their received accuracy modifier to not be 1.25 (and formations as well)? That was put in awhile ago because small-arms were a lot less lethal and accurate and was never changed when March Deployment hit.
Personally, I want to see their rotation and rear armour toned down. Currently, a KT can rotate fast enough to keep its turret locked on a tank that attempting to circle strafe and IS-2 and KTs have ridiculous amounts of rear armour that making flanking with mediums not very rewarding.
Also, you could make them decelerate a lot slower, so they wouldn't be able to perform rapid movements from one place to the next.
So, Relic, let's just get rid of separate crews. Give rear echelons stronger repairs and drop the whole crew system for medium tanks (we can keep it for the lights, it's cool and popping out of an M3 to counter a Puma is neato and rewarding). I think this alone, rather than screwing around with the units, or giving US a Pershing, would make the US substantially easier to play late game and have a better chance of winning.
Aside from Pershing, how does this even change anything? USF vehicles aren't getting penalized for having vehicle crews. The vehicle crews are an addition to what you get and the fact if you can get your vehicle out alive, you can get them back into action before anyone else can aside from maybe OKW if there Sturms are right beside the tank.
I got this POS to vet 2 in a game and barely broke 100% efficiency. It is clearly over-costed for performance.
I know the Stuart needs help, but But USF efficiency is kind of broken with their vehicles as you're constantly getting in and out of your vehicles which resets it I think. I can get Vet 3 Shermans and still not break 1000% efficiency.