However it is part of OKW's risk-reward truck placement. The 'zero cost' Flak option is offset by risking the destruction of your top tier structure. As part of this philosophy I personally find it logical it should have a manual target function. If you're willing to risk putting it on the front lines it should at least have a fair chance of defending itself.
While that is true, the risk vs reward applies both ways, you are not forced to build it forward, you can build it behind your cut off or at your base.
If you want to get the benefit of this free gun, you yourself weight the risks and make an individual decision where to place it.
Since certain unnamed individuals seem to have extremely hard time grasping context of the post they are attempting to respond to and need everything laid down directly to even begin to comprehend something and not being confused a clarification is in order:
-The context was about churchills -DAMAGE- which confused people would notice themselves, if they had attention span long enough to read the post quoted in the post they got so worked up with
-With above in mind and with context of the post, aka firepower, being already established, can you claim with a straight face that churchill boasts a great firepower? Or will you get off the blue pill and acknowledge that it is a heavy tank with medium tanks firepower, therefore, still in the context of firepower, it will struggle to penetrate aka damage certain high armor units, resulting in a very long time to kill and no way to shorten it up because of very poor mobility.
Considering how much it costs and how important it is it makes sense to be able to manually aim it.
It was a very useful feature and rewarded players who were able to micro their truck whilst they were being attacked.
The cost of flak gun on HQ truck is a total of zero menpower, zero muni, zero fuel and zero pop cap.
The truck doesn't cost more because of it, it cost just as much as any other med tank tech.
For its cost, in comparison to other tanks, it is VERY cost efficient. Cost efficient units which are also respectable in terms of DPS are considered OP. Former StuG is a great example.
DPS against what also matters.
Churchill struggles against OKW P4 and vet2 ost P4.
It can't go up against anything bigger frontally and I don't need to say that won't be flanking anything with it.
Although a great idea and there "executions" in a campaign mission if I remember correctly, I doubt Relic would go for it. Some people get offended by thing like that.
Designing the Commissar is bit tricky since one has to avoid a "doom blob" but still make him useful.
(thanks for reading and responding to my rather long post)
I don't see many people being offended by G43 grens interrogating and killing wounded, crawling soldiers.
Nato and Warsaw Pact?
Look at Wargame series. They have to sides and a lot of factions. Nato can be represented by USA, UK, Germany and possibly French (i know they left NATO, but still)
Warsaw Pact can be represented by USSR, GDR, CSSR, POLAND and possibly Yugoslavia . IMO the most interesting countries.
P.S. Don't forget about Asian theatre of war. It has China, North Korea, South Korea, Japan and some other interesting countries too.
The thing with Warsaw pact is, it was all USSR at the end. Military gear was all soviet pretty much exclusively.
Back to the m42.
Why not give it the ability to damage the engine of a tank (available in vet 2). It would motivate you to build a m42 very early. You can kill enemy cars and light tanks with it, and in mid late game you can stun or critical damage heavy tanks and kill them very easy with the vehicle satchel of penals or an additional zis.
There is a reason why all ost TWP was nerfed hard.
Welcome to Ostheer, where building a healing bunker and/or resource cache means the exact same thing, making for a suicidal choice unless you're already ahead.
It's absurd just how much munitions OKW and Soviets float pretty much at all times in every match, while Ostheer is ALWAYS starved for Munitions.
If USF has finally joined the club (whether regarding manpower or munitions), maybe someone will actually take a look at resource income/consumption disparities between factions after years of such problems?
You either haven't played soviets for over a year or play extremely inefficiently if you believe they float any munis before 30th minute.