Zerstörer wrote:
I can point out what we want it to act as and what the correct stats will reflect.
Its an early AT unit with a long range gun. Poor vs infantry compared to a T34 and fragile, but a bit better vs tanks. The main feature of the design is the increased sight and gun range. Those will increase with vet once introduced.
It is also an 'awww shit button' when you're caught off guard by early axis vehicle strats...or things don't turn out the way you expected and you find yourself needing good, fast to build AT.
I understand this point but the thing is that there is different opinions about Sherman here on forum so this poll should sumarize those. Now in Breakthrough doctrine there are 2 similar armor vehicles. And moreover when you compare Breakthrough to other CoH doctrines there is always some other ability which is usefull with so-called "oh shit" armors: Marder could have APCR rounds, Churchill could Hull down, Stuh42 has Blitzkrieg assault. My point is that there are some complementary abilities to call-in units - which I miss in Breakthrough now (before it was wreck salvage). Instead there is another medium armor which IMO is redundand. As I wrote before, some ability would be more suitable f.e.:
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Armored charge (2CP) - player active, cooldown, all vehicles receives +3 speed for 30sec. but also 1.2 received accuracy and 1.1 received damage
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Steamroller (3CP) - player active, cooldown, all medium/heavy tanks receive 0.5 damage for period of 30sec. but also receive half speed
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Close combat experts (3CP) - player active, cooldown, all tanks have 1.5 damage bonus when firing at close range for short period 20sec., but also deals 0.9 damage at medium range and 0.5 damage at long range
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Armor fighting spirit (3CP)... from my concept :) - unit passive ability, all tanks now act as veteran sergeant of PE, giving all nearby surrounding infantry units 0.75 received suppression and 1.25 received experience
EDIT: One solution could be also to replace Tank riders with some ability and put Tank Riders into Tank Hall as non-doctrinal unit. Tank riders would be buildable and cost more than T34 but less then T34+Guards together. And T34 upgrade will upgrade both of those. Prerequisite to Tank riders could be need to build all 3 buildings + Heavy tankovy upgrade.
EDIT 2: As long range cheap "oh-shit" AT gun I find Su-76 to be more appropriate and it wouldn't collide with T34 Tank riders. I voted for Sherman as Reward unit - it is nice model and more units the better but it should be in different position than it is now.
Last edited May 27, 2010 at 6:12 AM by wordsmith