It is turret turn speed not tank turn speed.
"Tanks' hull & turret rotation's speeds tweaked to model them better. (Panzer IV J, Panther D and Wolverine had very slow turret rotation speed)"
It is turret turn speed not tank turn speed.
Omission added to the OP
:
- Panther D's frontal armor increased from 12 to 13
- Panther G's frontal armor increased from 13 to 14
I just killed 2 king tigers with that tin can. Vive la 76Because the Axis have Panthers, Tigers, KTs, Pak43's to kill shermans. The Allies have a 13AP tin can to kill with.
I just killed 2 king tigers with that tin can. Vive la 76
only relevant in comparison to the other tanks. SD scales speeds for balance and game mechainc purposes.Wikipedia (for what it's worth) lists the S35 speeds as:
Speed 40.7 km/h (25.3 mph)
off-road: 32.2 km/h (20.0 mph)
I know Wargame scaled the speeds up a bit to match the rest of the changes. Not sure what that factor might be in SD.
I also think that new aim time buffs for the shermans may turn out overpowered. Always first shot and guaranteed victory at closer ranges is a bit too much.
Sure, let's model all the German tank advantages and ignore all the flaws, while at the same time ignore all the advantages of the Allied tanks.
I think high accuracy, AP and armor of the Panther may turn out overpowered. Always guaranteed victory at long-mid ranges is a bit too much.
I only sort of agree with you where aim time is concerned. If the Panther is sitting in ambush or has the turret / hull in the correct direction when it encounters the Sherman or if it is an ambush situation with a Panther laying in wait the Panther should get the first shot off. In the general situation though the Sherman definitly should get the first shot off if the initial engagement setup isn't very much in favor of the Panther.Sure, let's model all the German tank advantages and ignore all the flaws, while at the same time ignore all the advantages of the Allied tanks.
I think high accuracy, AP and armor of the Panther may turn out overpowered. Always guaranteed victory at long-mid ranges is a bit too much.
The changes seem somewhat minimalistic (for better or worse). They look like steps in the right direction though.
I was still sort of hoping for something to shake up infantry combat because right now it seems pretty far from 'realistic' (for WW2...casualty rates seem closer to WW1). Even just removal of the 'moving' penalty could have been worth a try.
Great change! Thank dev for consider changing panther G's armor! Its now worth its price tag.Omission added to the OP:
- Panther D's frontal armor increased from 12 to 13
- Panther G's frontal armor increased from 13 to 14
crew/intantrie replenishment!Seems like good changes all around, for the most part.
Now I'm just hoping for some sort of artillery nerf vs. towed guns. As it is, almost every game I'm immediately seeing my M1 or Paks taken out by mortars as soon as they fire, which especially on the US side leads to situations where there simply is no remaining good answer to German armor.
Seems like good changes all around, for the most part.
Now I'm just hoping for some sort of artillery nerf vs. towed guns. As it is, almost every game I'm immediately seeing my M1 or Paks taken out by mortars as soon as they fire, which especially on the US side leads to situations where there simply is no remaining good answer to German armor.