I do like softattack so I have a soft spot for Howitzers. But I think your analysis on the autocannon is faulty. You don't kill people (or ponies if you are into EaW) with tank guns you kill them with tanks. And that adds about 30 extra production cost to it. Let's say you make tank with a production cost of 30 I make that same tank but with a howitzer gun for 35, I'm still taking my design over yours because 6 tanks with doubled soft attack is better than 7 tanks with half soft attack.
In my opinion heavy machine guns as secondary turret combined whit stabilizers make a good combination of soft attack and breaktrough , i saw that soft attack is more important and making a division of tank with 800 soft attack trust me is good as fuck
Just saying that tanks need to defend all the time as both the AI and other players tend to counter attack after you took a tile. Even more pronounced in MP as tanks often need to defend pretty hard after closing an encirclement.
I agree fully. It's also why I like to pick the +50% entrenchment speed for the generals of tank armies when possible. Combined with a recon tank with dozer blades and an engineer company they are quite formidable in holding off counter-attacks long enough for the infantry to mop up the encirclement.
The great thing about dozer blades is whether it's on a support tank or main tank battalion, it still gives +1 entrenchment to the whole division. So putting dozer blades on a flame tank which you might also want to attach to a regular division is very much worth it.
You're also bringing the radio for the breakthrough anyways, which massively buffs defense multiplicatively. Those additions to base stats adds up pretty quick. With the recent update, smoke is probably worthwhile to bring because.
In terms of Experience and reliability, the Christie suspension and gasoline engine are always the most efficient picks. The amount of points that would otherwise go towards the engine can be reinvested into armor or nothing at all for the reliability boost all while keeping the same speed as you had with Diesel+Torsion/bogie suspension
Yeah, as someone who've been in love with the tank designer and trying to make semi-efficent historical/LARP tanks, being stuck with torsion bars and diesel sucks, and I notice simply changing to gasoline is just straight up better if you are ever messing with the armor/engine. That +0.5 max speed is huge, and while you might be able to squeeze some extra speed(which can be converted to armor & breakthrough) with a diesel engine and non-christie suspension, you'll need to increase the engine by a lot more, which mean more resource cost(which can be debilitating) and in some cases is not even available with engine limitation(You can only upgrade to 20 max, and years limit you teching the engine tech). Plus while Feedback might be indiffirent toward speed, I feel he is a bit harsh because more speed means less chance to be intercepted(reach a tile faster before you can get locked by an attack), and more overruns. You also get more distance per fuel because your tank can simply reach more distance per day which is huge in eliminating fuel/supply issue before you can take a supply base(Also fuel capacity scales with fuel usage anyway, so a faster tank with higher fuel usage is actually more fuel efficent combat wise).
>The amount of points that would otherwise go towards the engine can be reinvested into armor or nothing at all for the reliability boost all while keeping the same speed as you had with Diesel+Torsion/bogie suspension This is wrong. Bogie is almost always better than Christie. I tested it myself and a Bogie with 5 engine had the same speed and was CHEAPER than a Christie with 3 speed. Speed upgrades are much cheaper than changing to Christie. Go try making an 8km/h light tank, no matter how you do it the Christie will lose out to the Bogie every time.
@@mainman879 When you did that test, did you pay any attention to Reliability? On a light tank, this isn't so important, but it becomes a big deal if you're aiming to use your focuses to create an ahead-of-time Medium '39 or Heavy '41 that has 8km/h speed and enough armor that your enemies will struggle to penetrate it. The decision between Christie and Bogie is not just a question of production cost, but also of Reliability.
Which is ironic, considering how much of a bitch to repair Christie's suspension was. Especially on T-34, not so much on Comet, but in both cases I'd rather pick bogies or torsion bars. Also love how interleaved and halftrack are somehow a separate suspension types.
And just today, paradox introduces a fix that changes the costs of tank upgrades, nerfs high velocity gun piercing, adjust flame tanks terrain modifiers (so, most probably, nerf them), recalculates how recon tank stats help the unit they are in, plus a couple more changes.... and sends this tier list video straight into oblivion in less than 10 hours.
Rocket launchers should be extra modules, not main weapons, change my mind. That way you could recreate things like the Sherman Calliope. I also completely disagree with the tiering of the howitzer(s), there is simply no such thing as overkill soft attack. The more you have, the better. Enemies break faster and suffer massive casualties. Battles go faster, the enemy has less time to reinforce, encirclements are easier, and as others have already pointed out, tanks actually need to defend a lot, and soft attack is useful for that, unlike breakthrough. Classifying the vehicle as an SPG gives a huge bonus to soft attack so the two synergize really well, mixing in dedicated SPGs with proper tanks in an about 2:3 ratio will annihilate everything. Especially with Superior Firepower doctrine.
You can go overkill on soft attack against AI. On multiplayer where you can play against someone who shits out an unbelievable amount of 10/20 widths, you’re right there’s no overkill. But also rocket launchers on tanks as a module would probably be broken.
I mean, there were tanks where rockets were the only weapon so why is calliope more important than, say, BM-8-24? I'd argue go both for historical accuracy.
Rockets should be both main weapon and module but you couldn't pick both at the same time. Module rockets should have lesser stats than primary weapon ones.
Personally? I think Rocket Launchers should be both main and secondary weapons. Since they were both historically. See the Calliope and the Pershing T99, as well as the Katyusha and Panzerwerfer. Hell, look at all the stuff the Germans slapped Wufrahmen 40 rockets to. They slapped em on tanks, half-tracks, trucks, everything they could, sometimes as secondary weapons, sometimes as primary. As for howitzers, I have no idea what they were thinking. The Heavy Howitzer would, in my mind, equate to a 150mm< cannon, like the 150mm sfh, 152.4mm ML20, and the 155mm Long Tom. Which were all designed and produced either during the early parts of the war, or before. So I don't get why it's locked behind the *entirety* of the Artillery tech.
At 3:05 you state Light Fixed Superstructure is for SPG or AA, but this is wrong. AA cannot have a fixed superstructure. Fixed Superstructures are good for mounting a higher caliber gun (i.e. for tank destroyers who don't care about the breakthrough anyways because TD designation reduces breakthrough). With a light fixed superstructure you can get super cheap light TDs with high power medium tank guns.
Wouldn’t a Dozer blade pair well with a cheap recon light tank? It’s gonna be attached to infantry a lot and they sure can use that entrenchment bonus. Otherwise I could maybe see putting them on Amphibious tanks
Dozers and defense stats on tanks are actually good. Yes they're meant to attack whenever they can, but once you capture a province, both AI and players would counterattack to that province. Yes the defense stat is not large but helps to the accompanying infantry divisions.
@@marthvader14 yes. Recon tanks use Light tanks as equipment. Their armor, piercing entrenchment stats do give bonus to the division. Thus, the best recon tank design is with fixed turret and best medium at gun with dozers (for infantry) or three men turret with improved Auto guns (for tanks).
@@gildedphoenix Yeah but it's not even one full battalion, as a support company it's only a fraction, don't think much of their stats is left in the full division
One thing overlooked on fixed superstructure is they enable you to mount big piercing cannon as mediums to pierce heavy tanks. You can deny enemy researching heavy tank while you only research mediums.
Combien it with the bonuses SPATs get to piercing and even light TDs with a superstructure and medium-size gun can give you enough piercing to deal with some earlier/less armored heavies. Superheavy gun SPAT would be disgustingly overkill, I think. Just the advanced high-velocity gun plus the inherent piercing bonuses for SPAT should shred even superheavies.
@@magni5648 The superheavy gun costs no steel and gives you the most hard + soft attack. Piercing just neutralizes armor bonuses; the attack stat is what actually "shreds" them. It's expensive and niche, but can be a very good option in the right late game circumstance.
@@zacharytaylor2423 Costing no steel is a bit of a fallacy. It costs so much production and can only be put on steel-heavy chassis' that it will effectively use up a lot of steel anyway.
@@magni5648 No, heavy chassis has the same steel cost as the corresponding medium. And the advanced ones have the same steel cost (2) as a modern chassis. But all of the advanced heavy guns cost 3 steel. You actually use more steel for the gun than the chassis.
At least give us a max of 2 stabilizers so we can simulate a 2-plane stabilizer. It does make sense why 3 or 4 stabilizers can't be added, since a Z axis stabilizer isn't actually a thing, and a 4th stabilizer would mean the cannon can shoot through all possible timelines and realities at once, so that's out.
I disagree with wet ammunition storage. 15% reliability for just 1 production cost and no effect on other stats? Comon Dave, that is huge and useful to boost the speed
It's *really* good until you get Easy Maintenance, then it falls off almost entirely. They take up the same slot on the tank, and at the point in the game when you have EM, the tank chassis themselves base cost is usually rising by about 1 point per generation. Replacing Wet Ammo with EM basically lets you produce the latest tanks at the cost of the tank from the previous generation while hardly losing any stats. There's pretty much no situation after EM is researched where spending 1 more on production is worth getting 5% more reliability. So after EM is researched, its only role is to really give you a lot of emergency reliability if you're going crazy with your other components. If EM didn't exist in the game, Wet Ammo Storage would probably be S tier.
@@IceMaverick13 i give this point to you. However the research for easy maintenance is difficult for small power. With 2-3 research slot, you got so much to research and your industry won't support big number of tanks 😬
@@fredericcote1577 The research cost is a pain, yeah. Then again, I often like to use maintenance companies with minors anyways. More reliability and a better equipment capture ratio is quite beneficial if your army is backed up by a small industrial base.
If you build tanks for defense and low production cost: they are really good at it, dozer blades can also be put on SPAA, SPA and SPAT tanks to give the division they are in more entrenchment. Hoi4 is a game of modifier stacking, any stat, that only had a small investment generally sucks. armor but not enough armor? No point in having armor at all. Breakthrough but not enough breakthrough? Focus on something else. Defense and Entrenchment are intimately tied together however because one modifies the other and both of these stats are really, really easy to stack on a tank division but either go all in or don't bother. Try cheap tank, fixed turret, AA, dozer blades, radios and skirts, ammo, attach them to infantry and park them = division that laughs in the face of cas spam. The stats on this tank are not amazing (well except air attack, that will be scary) but because it adds entrenchment to the leg infantry it has a vastly outsized defensive benefit compared to what the actual template says.
High velocity gun on an otherwise uber-cheap recon tank is basically an AT support company that also gives armor and breakthrough. It's my go-to especially as a minor nation EDIT: this was nerfed literally the day after I commented lmao so minor nations can't really pull this off reliably anymore, but I still like it. You just need to also increase the armor on the recon tank so it's not uber-cheap anymore
I tend to later on design a light tank destroyer with a superstructure and the advanced medium or medium high-velocity gun and convert my early game light tanks en masse. One battalion of these TDs can get an infantry div enough piercing and hard attack to deal with medium and even some heavy tank divisions, and converting is dirt-cheap with dispersed industry and/or the covnersion speed upgrades.
Tanks can be used defensively in a position where you need your line to hold, e.g. soviet or france. you can position your tank divisions one tile behind the frontline in weak spots, to stop your defensive line from breaking. Thats how i got the Not one step back achievement.
Usage for the high velocity gun: if you only put a single anti-tank battalion in your division, maximize the armor and piercing in that baby. You can then maximize the soft attack in your tanks/howitzers.
To me, Dozer Blades are very good in at least one simple scenario- put 1-2 battalions of spg/light tanks on mot/mech division, combine with entrenchment speed modifiers and voila- a quick unit to fill the frontline in case of a breakthrough(yours or your opponents), get to position asap and start digging away. Mobile infantry has massive defense anyway, so the more trenches they dig the more staying power they have. P.S. Improved autocannon- perfectly balanced, as all things should be :)
You really underrate defence on tanks. It's important for a tank to be able to survive counterattacks and spoiling attacks, or there's no point in it making breakthroughs, since it'll just get quickly pushed back or encircled, or get its org worn out by counterattacks, preventing it from continuing to push
Yeah, but the tank design itself doesn't (and shouldn't) do that job. That's the job of the other battalions in the division, like your motorized or mechanized battalions or the fill-in infantry divisions that are following a tank thrust. If you're maxing out breakthrough, you aren't going to lose much org pushing into enemies anyways because you're hardly going to take any damage. All of the org provided by your mot/mech will soak up any potential counter-attack by the freshly weakened infantry divisions, but they shouldn't be much of any kind of threat given that you just depleted their org and pushed them back moments ago. At best, they can cycle-charge you to delay your thrust (until hopefully armor or anti-armor can arrive), but at such a massive cost to manpower and equipment that its almost always better to let you have the tiles and retake them later than it is to try and halt the advance with your fill-ins. Even then, any player worth their salt isn't going to be counter-attacking into the tank divisions making the thrust, the counter attack will come on the fill-ins holding the territory behind them to try and encircle the tanks and get free tank division kills. Nobody wants to push a tank division back 1 tile and just have them thrust back in after they've fallen back and recovered their org. They want that division completely dead so its not on the board anymore and the only way to do that is to encircle it. You can't encircle a low defense tank as easily because "pinning" units will win the battle and force it back faster than your counter-attack can break their fill-ins behind them. The _only_ reason I can think of to make the tank design have a high Defense stat is to slow down the rate at which you lose tank equipment whenever somebody attacks your tanks directly, but the actual division defense of that unit will almost always be coming from your mot/mech battalions, not the tanks themselves. The value of this is greatly diminished by the reasons outlined above: any sane commander is not attacking your tanks directly; they're attacking everything around them instead.
@@IceMaverick13 You're forgetting about the (common) mp tactic to have tanks hold the fill ins while a smaller contingent pushes. Nobody puts all their tanks on the frontline spearheads - way to easy to lose them. Ex: it's 1942, Germany has 15 tanks on the soviet frontline. 8 are pushing in 2 spearheads, 7 are holding. Also, while defense isn't that important in tanks, having a decent defense on the tank designs means you can get away with less motorized/mechanized in the division to make up for it. And you can absolutely pin low defense tanks if you pin them with infantry. The only divisions I can think of that have such low defense they can't be pinned are also unusable due to low health and org. That said, IMO it's best to use a 1:1.5 mechanized - tank ratio. That's good enough for defense.
@@IceMaverick13 Sure but Feedback even makes the same "defence doesn't matter" comments when making tank division templates, not just when designing tanks. Also if your tank itself has basically no defence then the division as a whole is gonna suffer cos the tanks make up a big proportion of the division's stats (and cost)
The great thing about dozer blades is whether it's on a support tank or main tank battalion, it still gives +1 entrenchment to the whole division. So putting dozer blades on a flame tank which you might also want to attach to a regular division is very much worth it.
I wish the tank designer included coaxial guns like a coaxial machine gun, flametrower and even medium cannons for the super heavy's. I would also love if there were more modules like the S-mine launchers, deployable AT mines and mine flails.
My priority for SP are always supertank divisions. Medium tanks with decent speed, decent armor, howitzers, supported by motorized AT to get hard attack and pen, stabilizers, sloped armor, armor skirts, etc. These can chew through anything.
The Petrol-Electric engine's really good. It helps save the environment, just what we should be thinking about! Reliability? Production cost? Screw that noise, I want carbon-negative WW2 tanks and I WILL GET THEM DAMN IT
I wish I could put flame throwers on as a secondary. There were quite a few tanks that had a hull mounted flame throwers while still having their normal main gun.
How much breakthrough you need in armored division anyway? If you build it with mechs, hardness is so high that AI infantry divisions can't generate enough shots to need high tank's breakthrough. Rockets gives high soft attack/cost ratio. That is what is important on the tank. Armored divisions get counterattacked a lot. So overall defense is important. Also I have used armored divisions in defense as Soviet union. I needed something to hold critical part of the frontline.
Amphibious modules: Ehh, I mean, aside from memeing super-heavies into amphibious tanks, I'd put them at "I want to naval invade but would rather convert my existing tanks rather than build new ones with the amphibious chassis". Nice in some situations (Germany having mostly won in the continent, having a glut of extra tanks, now planning to invade a heavily fortified UK could be such case I guess, not that the AI heavily fortifies the UK in most games), but otherwise I wouldn't bother with it. Actually using amphibious tank chassis can generally get you a better stat line. And I do like the concept of a heavily elite (and expensive) amphibious tank+Amtraks to establish and secure a beachhead before bringing in the regular forces to do the rest of the conquering. Sure, it's gonna be an incredibly expensive division, only worth if you are doing a lot of naval invasions and even then in relatively small numbers, but I wouldn't discount it. And a sidenote on easy maintenance: It's actual cost is the land experience which, I think, is 10 instead of 1 like the other modules. It's always a good pick if you have a free slot, but some countries might prefer to wait a bit before adding it in if they have more pressing uses for the XP.
I use GTs on light tank divisions to pull off encirclements when the AI leaves gaps in their front lines. Dump tons of speed into a tank, stack an army of motorized behind them, and micro like you've never micro'd before.
Wet ammo storage is a must on the more expensive tanks because even if the tanks turret is disabled it allows you to retreat without it blowing up and incurring more costs. That’s the whole point so the ammo doesn’t jump off the rack and blow up the whole thing. I feel like it would be way more meta for retreating or increasing tank durability if they added in critical hits on tanks because they can be one shot if you hit the ammo or the engine a certain way.
Torsion bar suspension + Diesel engine + Wet Ammo storage for me. It's all about that reliability. You can offset speed and armor with enough reliability.
I actually think the dozer blade is really good, if you're a minor and planning on defence, make a cheap as chips light tank with them and add a light tank recon-company, and that's a base +1 entrenchment for all infantry divisions. I recently played a game as Bulgaria and used these to hold out against the entire axis by myself, so strong when used like that (also don't forget to stack other entrenchment modifiers)
Rocket tanks are for the recon divisions, IF you are using infantry. This way you are - at least on paper - squeezing maximum amount of raw soft power. But, since they are rockets, and that means extra research, the point is kinda lost.
Torsion bar suspension doesn’t give the advantages in the game that it does in real life by a long way. You get far more room inside your hull for crew and equipment, is cheap and weighs far less than other types. One negative was it needs a stabiliser for the gun which seeing as both are in the game they could have made it so if you took torsion bars you get a negative unless adding stabiliser to achieve its potential.
I could never understand why wheeled suspension reduces reliability. It's quite the opposite in real life! They should also be available for medium tanks but hey.
Right, they should also give a speed bonus. This could be balanced by debuffs on certain terrain types, definitely in swamps as a wheeled 50 ton monster would just sink in. Requiring rubber would also make sense
Naval bombers (for close range, tactical bombers for long range sea zones). Subs to draw out their navy, or score on points (for naval invasions). Nothing else matters.
Soviets used diesel cause the fuel is easier to make . And Didn't explode the Tanks Like Gas. The diesel back then Used more fuel vs Gas(More Oil to make a gallon of Fuel) t wasn't diesel #2 like today. Why The Soviets had to put extra fuel tanks on their tanks. Diesel engines are actually simple to work on . There is only 4 Components to a Diesel engine. Overheating is the main issue with diesel engines . And the diesel Fuel can Gel or freeze in the winter. Gas in 1940 Better Gas Mileage in 1940 Didn't Freeze or gel in the winter American's and Brits were used to Gas cars so for the allies there were more Gas engine Machines. Second Plane Mechanics Making the Gas a fuel a higher Octane. Since Gas was already being process . Its wasn't a extra process. Mechanics could switch from Planes to Tanks to other Vehicles with out issue. Germans Synthetic Gas (Terrible Fuel usage and maintenance nightmares) because they ran out of Oil during the war. Oil Not a Issue issue with Russia or the USA .
Would have been interesting to see you include the xp cost of adding the modules to your designs. Could that have moved anything up or down your list? For example: If some models you call "free" also cost 10xp, then a small nation might not be able to afford to use that before war breaks out (being busy spending that xp on designing the divisions or adding more xp efficient upgrades to their tanks).
Oof, this video is already kinda outdated by the latest patch that just came out which rebalanced tanks again. I would like to see an updated version of this tier list now tho
Rocket ARTY would be nice *if* it were done right. There's a bug atm, where when u put a rocket launcher on a tank, and switch to the Artillery role, the tank gains the bonuses to Soft Attack as if it were cannon ARTY; the rocket bonuses to rocket ARTY are not applied.
Whenever I want to have an ultimate tank, America is always my go to, the industry is so amazing and it allows be to well, do my wet dream of making super tanks.
idk, Amphibious Drive is kinda both useful and meme, i mean you could turn a MAUS into amphibious tank like holy crap man, i read about engine of the maus is planned so it could to be fitted with snorkle to wade trough river but not amphibious like DD Sherman or LVT
You forgot to rate the heavy machine gun. It's incredibly cheap at only 0.5 so it works amazingly if you are a very low production nation but you want exclusively armor for your light recom tanks I found it works well when I'm playing one of the Chinese warlords
@@ScurvyBoi In the tank designer, give your tank one of the modules that can be converted into self-propelled artillery--medium howitzer, say--then in the drop-down menu in the upper left select the "self-propelled artillery" icon.
Radio is much better in MP than SP. In SP it's unnecessary cuz the ai is gonna have crappy divisions but in mp people will abuse entrenchment. Cheap 9/1s will have tons of defense and extra stats from high entrenchment. It's not hard to get like 60% entrenchment. You really need the extra breakthrough to ensure that you're reducing the hit chance on all of the defender attacks.
what about an artillery tank that won't focus on breakthrough and hardness, but will have much softer attack than a squeaked artillery and almost the same production cost
Btw regular tanks with amphibious drives don't take up special forces. You're probably mixing it up with the actual amphibious tanks that do take up special forces and are trash.
Riveted armor should be S tier. Just about everything in this game has a situational use. If you are a country with low production, riveted armor is something you probably want a lot.
It's called "modern turret" because ww1 tanks didn't have turrets. Btw having a lot of breakthrough is pointless: if you get 100 attack (soft+hard) and you have 100 breakthrough you are going to parry every attack but if you have 200 breakthrough, those 100 more are wasted
Recon tank is still decent if you are just trying to add armor to your infantry, which makes it a great defensive division that won’t be pushed by other infantry
Terrible timing on this tierlist. New patch YESTERDAY just made adding armor super viable. Wet ammo rack is gonna be at least A tier until the next major patch brings partial piercing.
What's your favorite tank module?
I do like softattack so I have a soft spot for Howitzers. But I think your analysis on the autocannon is faulty. You don't kill people (or ponies if you are into EaW) with tank guns you kill them with tanks. And that adds about 30 extra production cost to it. Let's say you make tank with a production cost of 30 I make that same tank but with a howitzer gun for 35, I'm still taking my design over yours because 6 tanks with doubled soft attack is better than 7 tanks with half soft attack.
In my opinion heavy machine guns as secondary turret combined whit stabilizers make a good combination of soft attack and breaktrough , i saw that soft attack is more important and making a division of tank with 800 soft attack trust me is good as fuck
HMG, put it as main armament for light tank, making it a better "armored car" for 3/4 of production cost of 1936 armored car.
Extra machine guns. Provide the most soft attack per cost.
U forgot both machine guns you bloody dult!! Quick pin a comment with what you rank them as so I don’t loose my shit.
Just saying that tanks need to defend all the time as both the AI and other players tend to counter attack after you took a tile. Even more pronounced in MP as tanks often need to defend pretty hard after closing an encirclement.
I agree fully. It's also why I like to pick the +50% entrenchment speed for the generals of tank armies when possible. Combined with a recon tank with dozer blades and an engineer company they are quite formidable in holding off counter-attacks long enough for the infantry to mop up the encirclement.
Usually in SP, my motorized can take up the role of defense just fine. Just have them ready to follow the tanks
Yeah, but mostly you want Infantry to do the work of defending
Some motorized infantry with the tanks cover the work of defending
The great thing about dozer blades is whether it's on a support tank or main tank battalion, it still gives +1 entrenchment to the whole division. So putting dozer blades on a flame tank which you might also want to attach to a regular division is very much worth it.
You're also bringing the radio for the breakthrough anyways, which massively buffs defense multiplicatively. Those additions to base stats adds up pretty quick. With the recent update, smoke is probably worthwhile to bring because.
In terms of Experience and reliability, the Christie suspension and gasoline engine are always the most efficient picks. The amount of points that would otherwise go towards the engine can be reinvested into armor or nothing at all for the reliability boost all while keeping the same speed as you had with Diesel+Torsion/bogie suspension
Yeah, as someone who've been in love with the tank designer and trying to make semi-efficent historical/LARP tanks, being stuck with torsion bars and diesel sucks, and I notice simply changing to gasoline is just straight up better if you are ever messing with the armor/engine. That +0.5 max speed is huge, and while you might be able to squeeze some extra speed(which can be converted to armor & breakthrough) with a diesel engine and non-christie suspension, you'll need to increase the engine by a lot more, which mean more resource cost(which can be debilitating) and in some cases is not even available with engine limitation(You can only upgrade to 20 max, and years limit you teching the engine tech). Plus while Feedback might be indiffirent toward speed, I feel he is a bit harsh because more speed means less chance to be intercepted(reach a tile faster before you can get locked by an attack), and more overruns. You also get more distance per fuel because your tank can simply reach more distance per day which is huge in eliminating fuel/supply issue before you can take a supply base(Also fuel capacity scales with fuel usage anyway, so a faster tank with higher fuel usage is actually more fuel efficent combat wise).
>The amount of points that would otherwise go towards the engine can be reinvested into armor or nothing at all for the reliability boost all while keeping the same speed as you had with Diesel+Torsion/bogie suspension
This is wrong. Bogie is almost always better than Christie. I tested it myself and a Bogie with 5 engine had the same speed and was CHEAPER than a Christie with 3 speed. Speed upgrades are much cheaper than changing to Christie. Go try making an 8km/h light tank, no matter how you do it the Christie will lose out to the Bogie every time.
@@mainman879 When you did that test, did you pay any attention to Reliability? On a light tank, this isn't so important, but it becomes a big deal if you're aiming to use your focuses to create an ahead-of-time Medium '39 or Heavy '41 that has 8km/h speed and enough armor that your enemies will struggle to penetrate it. The decision between Christie and Bogie is not just a question of production cost, but also of Reliability.
Which is ironic, considering how much of a bitch to repair Christie's suspension was. Especially on T-34, not so much on Comet, but in both cases I'd rather pick bogies or torsion bars.
Also love how interleaved and halftrack are somehow a separate suspension types.
@@martenkahr3365 with or without Christie I had no problem with reliability. You can get 8km/h mediums on bogie suspension and 100% reliability easy.
And just today, paradox introduces a fix that changes the costs of tank upgrades, nerfs high velocity gun piercing, adjust flame tanks terrain modifiers (so, most probably, nerf them), recalculates how recon tank stats help the unit they are in, plus a couple more changes.... and sends this tier list video straight into oblivion in less than 10 hours.
Rocket launchers should be extra modules, not main weapons, change my mind. That way you could recreate things like the Sherman Calliope. I also completely disagree with the tiering of the howitzer(s), there is simply no such thing as overkill soft attack. The more you have, the better. Enemies break faster and suffer massive casualties. Battles go faster, the enemy has less time to reinforce, encirclements are easier, and as others have already pointed out, tanks actually need to defend a lot, and soft attack is useful for that, unlike breakthrough. Classifying the vehicle as an SPG gives a huge bonus to soft attack so the two synergize really well, mixing in dedicated SPGs with proper tanks in an about 2:3 ratio will annihilate everything. Especially with Superior Firepower doctrine.
You can go overkill on soft attack against AI. On multiplayer where you can play against someone who shits out an unbelievable amount of 10/20 widths, you’re right there’s no overkill. But also rocket launchers on tanks as a module would probably be broken.
I mean, there were tanks where rockets were the only weapon so why is calliope more important than, say, BM-8-24? I'd argue go both for historical accuracy.
Rockets should be both main weapon and module but you couldn't pick both at the same time. Module rockets should have lesser stats than primary weapon ones.
Personally?
I think Rocket Launchers should be both main and secondary weapons. Since they were both historically.
See the Calliope and the Pershing T99, as well as the Katyusha and Panzerwerfer. Hell, look at all the stuff the Germans slapped Wufrahmen 40 rockets to. They slapped em on tanks, half-tracks, trucks, everything they could, sometimes as secondary weapons, sometimes as primary.
As for howitzers, I have no idea what they were thinking. The Heavy Howitzer would, in my mind, equate to a 150mm< cannon, like the 150mm sfh, 152.4mm ML20, and the 155mm Long Tom. Which were all designed and produced either during the early parts of the war, or before. So I don't get why it's locked behind the *entirety* of the Artillery tech.
@@jdon6484 I mean you can't tho. The ai only has soft targets. Winning battles faster will literally always help.
Easy Maintenance is good cuz free reliability you can't argue with that
Yeah
The problem is the research cost.
At 3:05 you state Light Fixed Superstructure is for SPG or AA, but this is wrong. AA cannot have a fixed superstructure. Fixed Superstructures are good for mounting a higher caliber gun (i.e. for tank destroyers who don't care about the breakthrough anyways because TD designation reduces breakthrough). With a light fixed superstructure you can get super cheap light TDs with high power medium tank guns.
Wouldn’t a Dozer blade pair well with a cheap recon light tank? It’s gonna be attached to infantry a lot and they sure can use that entrenchment bonus. Otherwise I could maybe see putting them on Amphibious tanks
Dozers and defense stats on tanks are actually good. Yes they're meant to attack whenever they can, but once you capture a province, both AI and players would counterattack to that province. Yes the defense stat is not large but helps to the accompanying infantry divisions.
Are the stats of the tanks in a support company meaningful for the division?
@@marthvader14 yes. Recon tanks use Light tanks as equipment. Their armor, piercing entrenchment stats do give bonus to the division.
Thus, the best recon tank design is with fixed turret and best medium at gun with dozers (for infantry) or three men turret with improved Auto guns (for tanks).
@@gildedphoenix Yeah but it's not even one full battalion, as a support company it's only a fraction, don't think much of their stats is left in the full division
@@marthvader14 not 100% some of them, yes, but that goes for every other support companies as well.
One thing overlooked on fixed superstructure is they enable you to mount big piercing cannon as mediums to pierce heavy tanks. You can deny enemy researching heavy tank while you only research mediums.
Or, if you do go the heavy route, you can put the super heavy gun on heavy/modern TDs.
Combien it with the bonuses SPATs get to piercing and even light TDs with a superstructure and medium-size gun can give you enough piercing to deal with some earlier/less armored heavies.
Superheavy gun SPAT would be disgustingly overkill, I think. Just the advanced high-velocity gun plus the inherent piercing bonuses for SPAT should shred even superheavies.
@@magni5648 The superheavy gun costs no steel and gives you the most hard + soft attack. Piercing just neutralizes armor bonuses; the attack stat is what actually "shreds" them.
It's expensive and niche, but can be a very good option in the right late game circumstance.
@@zacharytaylor2423 Costing no steel is a bit of a fallacy. It costs so much production and can only be put on steel-heavy chassis' that it will effectively use up a lot of steel anyway.
@@magni5648 No, heavy chassis has the same steel cost as the corresponding medium. And the advanced ones have the same steel cost (2) as a modern chassis.
But all of the advanced heavy guns cost 3 steel. You actually use more steel for the gun than the chassis.
As of this morning Paradox made it so you can now only put 1 stabilizer on each tank
At least give us a max of 2 stabilizers so we can simulate a 2-plane stabilizer.
It does make sense why 3 or 4 stabilizers can't be added, since a Z axis stabilizer isn't actually a thing, and a 4th stabilizer would mean the cannon can shoot through all possible timelines and realities at once, so that's out.
@@scumbaggaming9418 tbh that last one sounds sick we should actually be able to do that
I disagree with wet ammunition storage. 15% reliability for just 1 production cost and no effect on other stats? Comon Dave, that is huge and useful to boost the speed
It's *really* good until you get Easy Maintenance, then it falls off almost entirely.
They take up the same slot on the tank, and at the point in the game when you have EM, the tank chassis themselves base cost is usually rising by about 1 point per generation. Replacing Wet Ammo with EM basically lets you produce the latest tanks at the cost of the tank from the previous generation while hardly losing any stats. There's pretty much no situation after EM is researched where spending 1 more on production is worth getting 5% more reliability. So after EM is researched, its only role is to really give you a lot of emergency reliability if you're going crazy with your other components.
If EM didn't exist in the game, Wet Ammo Storage would probably be S tier.
@@IceMaverick13 i give this point to you. However the research for easy maintenance is difficult for small power. With 2-3 research slot, you got so much to research and your industry won't support big number of tanks 😬
@@fredericcote1577 The research cost is a pain, yeah. Then again, I often like to use maintenance companies with minors anyways. More reliability and a better equipment capture ratio is quite beneficial if your army is backed up by a small industrial base.
If you build tanks for defense and low production cost: they are really good at it, dozer blades can also be put on SPAA, SPA and SPAT tanks to give the division they are in more entrenchment. Hoi4 is a game of modifier stacking, any stat, that only had a small investment generally sucks. armor but not enough armor? No point in having armor at all. Breakthrough but not enough breakthrough? Focus on something else. Defense and Entrenchment are intimately tied together however because one modifies the other and both of these stats are really, really easy to stack on a tank division but either go all in or don't bother. Try cheap tank, fixed turret, AA, dozer blades, radios and skirts, ammo, attach them to infantry and park them = division that laughs in the face of cas spam. The stats on this tank are not amazing (well except air attack, that will be scary) but because it adds entrenchment to the leg infantry it has a vastly outsized defensive benefit compared to what the actual template says.
High velocity gun on an otherwise uber-cheap recon tank is basically an AT support company that also gives armor and breakthrough. It's my go-to especially as a minor nation
EDIT: this was nerfed literally the day after I commented lmao so minor nations can't really pull this off reliably anymore, but I still like it. You just need to also increase the armor on the recon tank so it's not uber-cheap anymore
Seems historical too, considering the Maresal Tank was just that, a light tank with a powerful piercing gun.
I tend to later on design a light tank destroyer with a superstructure and the advanced medium or medium high-velocity gun and convert my early game light tanks en masse. One battalion of these TDs can get an infantry div enough piercing and hard attack to deal with medium and even some heavy tank divisions, and converting is dirt-cheap with dispersed industry and/or the covnersion speed upgrades.
Tanks can be used defensively in a position where you need your line to hold, e.g. soviet or france. you can position your tank divisions one tile behind the frontline in weak spots, to stop your defensive line from breaking. Thats how i got the Not one step back achievement.
Usage for the high velocity gun: if you only put a single anti-tank battalion in your division, maximize the armor and piercing in that baby. You can then maximize the soft attack in your tanks/howitzers.
To me, Dozer Blades are very good in at least one simple scenario- put 1-2 battalions of spg/light tanks on mot/mech division, combine with entrenchment speed modifiers and voila- a quick unit to fill the frontline in case of a breakthrough(yours or your opponents), get to position asap and start digging away. Mobile infantry has massive defense anyway, so the more trenches they dig the more staying power they have.
P.S. Improved autocannon- perfectly balanced, as all things should be :)
You really underrate defence on tanks. It's important for a tank to be able to survive counterattacks and spoiling attacks, or there's no point in it making breakthroughs, since it'll just get quickly pushed back or encircled, or get its org worn out by counterattacks, preventing it from continuing to push
And that's why you pair tanks with mechanized.
Best Defense tanks . Put Tanks on Forts !!!
Yeah, but the tank design itself doesn't (and shouldn't) do that job. That's the job of the other battalions in the division, like your motorized or mechanized battalions or the fill-in infantry divisions that are following a tank thrust.
If you're maxing out breakthrough, you aren't going to lose much org pushing into enemies anyways because you're hardly going to take any damage. All of the org provided by your mot/mech will soak up any potential counter-attack by the freshly weakened infantry divisions, but they shouldn't be much of any kind of threat given that you just depleted their org and pushed them back moments ago. At best, they can cycle-charge you to delay your thrust (until hopefully armor or anti-armor can arrive), but at such a massive cost to manpower and equipment that its almost always better to let you have the tiles and retake them later than it is to try and halt the advance with your fill-ins.
Even then, any player worth their salt isn't going to be counter-attacking into the tank divisions making the thrust, the counter attack will come on the fill-ins holding the territory behind them to try and encircle the tanks and get free tank division kills. Nobody wants to push a tank division back 1 tile and just have them thrust back in after they've fallen back and recovered their org. They want that division completely dead so its not on the board anymore and the only way to do that is to encircle it. You can't encircle a low defense tank as easily because "pinning" units will win the battle and force it back faster than your counter-attack can break their fill-ins behind them.
The _only_ reason I can think of to make the tank design have a high Defense stat is to slow down the rate at which you lose tank equipment whenever somebody attacks your tanks directly, but the actual division defense of that unit will almost always be coming from your mot/mech battalions, not the tanks themselves. The value of this is greatly diminished by the reasons outlined above: any sane commander is not attacking your tanks directly; they're attacking everything around them instead.
@@IceMaverick13 You're forgetting about the (common) mp tactic to have tanks hold the fill ins while a smaller contingent pushes. Nobody puts all their tanks on the frontline spearheads - way to easy to lose them. Ex: it's 1942, Germany has 15 tanks on the soviet frontline. 8 are pushing in 2 spearheads, 7 are holding. Also, while defense isn't that important in tanks, having a decent defense on the tank designs means you can get away with less motorized/mechanized in the division to make up for it. And you can absolutely pin low defense tanks if you pin them with infantry. The only divisions I can think of that have such low defense they can't be pinned are also unusable due to low health and org.
That said, IMO it's best to use a 1:1.5 mechanized - tank ratio. That's good enough for defense.
@@IceMaverick13 Sure but Feedback even makes the same "defence doesn't matter" comments when making tank division templates, not just when designing tanks. Also if your tank itself has basically no defence then the division as a whole is gonna suffer cos the tanks make up a big proportion of the division's stats (and cost)
3:45 "Does nothing, costs nothing." cant argue with that. Sometimes that is all you need.
The great thing about dozer blades is whether it's on a support tank or main tank battalion, it still gives +1 entrenchment to the whole division. So putting dozer blades on a flame tank which you might also want to attach to a regular division is very much worth it.
I wish the tank designer included coaxial guns like a coaxial machine gun, flametrower and even medium cannons for the super heavy's.
I would also love if there were more modules like the S-mine launchers, deployable AT mines and mine flails.
I think radio should also give more organisation and organisation recovery
(French tank experiences of WW2)
My priority for SP are always supertank divisions. Medium tanks with decent speed, decent armor, howitzers, supported by motorized AT to get hard attack and pen, stabilizers, sloped armor, armor skirts, etc. These can chew through anything.
It's quite hard for me not to LARP and make something not so cost effective lmao.
The Petrol-Electric engine's really good. It helps save the environment, just what we should be thinking about! Reliability? Production cost? Screw that noise, I want carbon-negative WW2 tanks and I WILL GET THEM DAMN IT
We’re all about carbon neutrality, which is why we scrape the carbon fouling out of the gun
Gotta rush for 1940 AA in late 1938 for that improved auto cannon. You can't make a better budget soft attack till improved arty is unlocked
I wish I could put flame throwers on as a secondary. There were quite a few tanks that had a hull mounted flame throwers while still having their normal main gun.
I wish there were medium sized secondary guns for medium and large tanks. That would be a workable solution.
How much breakthrough you need in armored division anyway? If you build it with mechs, hardness is so high that AI infantry divisions can't generate enough shots to need high tank's breakthrough.
Rockets gives high soft attack/cost ratio. That is what is important on the tank.
Armored divisions get counterattacked a lot. So overall defense is important. Also I have used armored divisions in defense as Soviet union. I needed something to hold critical part of the frontline.
Please also put 'resources' into calculation, especially Tungsten is quite rare and hard to get
Amphibious modules: Ehh, I mean, aside from memeing super-heavies into amphibious tanks, I'd put them at "I want to naval invade but would rather convert my existing tanks rather than build new ones with the amphibious chassis". Nice in some situations (Germany having mostly won in the continent, having a glut of extra tanks, now planning to invade a heavily fortified UK could be such case I guess, not that the AI heavily fortifies the UK in most games), but otherwise I wouldn't bother with it.
Actually using amphibious tank chassis can generally get you a better stat line. And I do like the concept of a heavily elite (and expensive) amphibious tank+Amtraks to establish and secure a beachhead before bringing in the regular forces to do the rest of the conquering. Sure, it's gonna be an incredibly expensive division, only worth if you are doing a lot of naval invasions and even then in relatively small numbers, but I wouldn't discount it.
And a sidenote on easy maintenance: It's actual cost is the land experience which, I think, is 10 instead of 1 like the other modules. It's always a good pick if you have a free slot, but some countries might prefer to wait a bit before adding it in if they have more pressing uses for the XP.
I use GTs on light tank divisions to pull off encirclements when the AI leaves gaps in their front lines. Dump tons of speed into a tank, stack an army of motorized behind them, and micro like you've never micro'd before.
Wet ammo storage is a must on the more expensive tanks because even if the tanks turret is disabled it allows you to retreat without it blowing up and incurring more costs. That’s the whole point so the ammo doesn’t jump off the rack and blow up the whole thing. I feel like it would be way more meta for retreating or increasing tank durability if they added in critical hits on tanks because they can be one shot if you hit the ammo or the engine a certain way.
Where are the 50 cals Dave? Did you really forget the most op American Weapon? A tank without, at least, 2 50 cals isn't a tank!
Rocket artillery would be useful if you could mount it on top of a tank with a regular cannon, go check out the T34 Calliope
I'm curious about the terrain advantages some of these modules provide (ex: halftack)
Torsion bar suspension + Diesel engine + Wet Ammo storage for me. It's all about that reliability. You can offset speed and armor with enough reliability.
I liked my tanks like I like my women - in skirts
I like them sloped also not squared lol
@@roboparks Easy maintenance or a wet ammunition storage?
I actually think the dozer blade is really good, if you're a minor and planning on defence, make a cheap as chips light tank with them and add a light tank recon-company, and that's a base +1 entrenchment for all infantry divisions. I recently played a game as Bulgaria and used these to hold out against the entire axis by myself, so strong when used like that (also don't forget to stack other entrenchment modifiers)
Light Flame tanks/light recon tanks with Dozer Blades on your infantry is so op if you need to hold the line
You know, you could have jsut summed up the PE engine in a single sentence: Porsche, no!
I guess the question is... if you added the components in S tier, would you have an S tier tank? (A tier for other necessary components).
Rocket tanks are for the recon divisions, IF you are using infantry. This way you are - at least on paper - squeezing maximum amount of raw soft power.
But, since they are rockets, and that means extra research, the point is kinda lost.
Torsion bar suspension doesn’t give the advantages in the game that it does in real life by a long way. You get far more room inside your hull for crew and equipment, is cheap and weighs far less than other types.
One negative was it needs a stabiliser for the gun which seeing as both are in the game they could have made it so if you took torsion bars you get a negative unless adding stabiliser to achieve its potential.
Improves auto cannon. Additional machine guns. Stabilizer extra ammo radio.
2 years from this, the easy maintainance increased 15% reliability AND production cost which is RAD
I could never understand why wheeled suspension reduces reliability. It's quite the opposite in real life!
They should also be available for medium tanks but hey.
Right, they should also give a speed bonus. This could be balanced by debuffs on certain terrain types, definitely in swamps as a wheeled 50 ton monster would just sink in. Requiring rubber would also make sense
We need a naval tier list
if its a early tank you put 2 Smoke Screens on there. If gives you more break through . Until you get the Stab
I wouldn't mind seeing different ammunition types being implemented on tanks... maybe you could play with the ratios of different types as well
“Remember that’s what tanks do “
For the algorithm
Hi, new HOI player here, how the daffy duck does navy work? A general guide on navy modules like this would be awesome 👌
Spam Naval Bombers or CAS or Tac Bombers and Subs. Nothing else matters.
Naval bombers (for close range, tactical bombers for long range sea zones).
Subs to draw out their navy, or score on points (for naval invasions).
Nothing else matters.
Torsion bar D tier is ok, but it has its use on the early tanks that have low base reliability.
They need to make diesel engine have a lower fuel usage.
Soviets used diesel cause the fuel is easier to make . And Didn't explode the Tanks Like Gas. The diesel back then Used more fuel vs Gas(More Oil to make a gallon of Fuel) t wasn't diesel #2 like today. Why The Soviets had to put extra fuel tanks on their tanks. Diesel engines are actually simple to work on . There is only 4 Components to a Diesel engine. Overheating is the main issue with diesel engines . And the diesel Fuel can Gel or freeze in the winter.
Gas in 1940 Better Gas Mileage in 1940
Didn't Freeze or gel in the winter
American's and Brits were used to Gas cars so for the allies there were more Gas engine Machines.
Second Plane Mechanics Making the Gas a fuel a higher Octane. Since Gas was already being process . Its wasn't a extra process. Mechanics could switch from Planes to Tanks to other Vehicles with out issue.
Germans Synthetic Gas (Terrible Fuel usage and maintenance nightmares) because they ran out of Oil during the war. Oil Not a Issue issue with Russia or the USA .
Would have been interesting to see you include the xp cost of adding the modules to your designs. Could that have moved anything up or down your list?
For example: If some models you call "free" also cost 10xp, then a small nation might not be able to afford to use that before war breaks out (being busy spending that xp on designing the divisions or adding more xp efficient upgrades to their tanks).
Oof, this video is already kinda outdated by the latest patch that just came out which rebalanced tanks again. I would like to see an updated version of this tier list now tho
What's outta date?
Rocket ARTY would be nice *if* it were done right. There's a bug atm, where when u put a rocket launcher on a tank, and switch to the Artillery role, the tank gains the bonuses to Soft Attack as if it were cannon ARTY; the rocket bonuses to rocket ARTY are not applied.
Whenever I want to have an ultimate tank, America is always my go to, the industry is so amazing and it allows be to well, do my wet dream of making super tanks.
I would rush for maintenance company 2 just for the easy maintenance module for my tanks
idk, Amphibious Drive is kinda both useful and meme, i mean you could turn a MAUS into amphibious tank
like holy crap man, i read about engine of the maus is planned so it could to be fitted with snorkle to wade trough river
but not amphibious like DD Sherman or LVT
@Feedback Oh, I was wondering why you never mentioned the sweet, sweet OPness of the SP Arty Role?
I think we need a video where you submit everyone using Anti Air Tanks
Idk. I seem to always have close support gun tanks in production. Works too well. Might need to try some imp. auto cannon
You forgot to rate the heavy machine gun.
It's incredibly cheap at only 0.5 so it works amazingly if you are a very low production nation but you want exclusively armor for your light recom tanks
I found it works well when I'm playing one of the Chinese warlords
If you build SP Arty, they get the soft attack bonus too.
@@sld1776 Really? Could you explain how to do that?
@@ScurvyBoi In the tank designer, give your tank one of the modules that can be converted into self-propelled artillery--medium howitzer, say--then in the drop-down menu in the upper left select the "self-propelled artillery" icon.
Radio is much better in MP than SP. In SP it's unnecessary cuz the ai is gonna have crappy divisions but in mp people will abuse entrenchment. Cheap 9/1s will have tons of defense and extra stats from high entrenchment. It's not hard to get like 60% entrenchment. You really need the extra breakthrough to ensure that you're reducing the hit chance on all of the defender attacks.
what about an artillery tank that won't focus on breakthrough and hardness, but will have much softer attack than a squeaked artillery and almost the same production cost
Are tank defense modules okay on Space Marine templates?
Btw regular tanks with amphibious drives don't take up special forces. You're probably mixing it up with the actual amphibious tanks that do take up special forces and are trash.
Im waiting for Bicycle designer that will make the Euros happy LOL
My preferred bicycle build: Wheeled suspension, easy maintenance, extra machine gun, smoke launchers
If you play competitive pvp this video might not be as viable.
All of these vids are geared towards single player ;)
Smoke launchers for RP. Should be cheaper though
How about single player on the hardest difficulty? Does the AI use tanks then?
what effect will the dozer blade entrenchment on a recon or flame tank support have on a division?
It will give them 1 extra entrenchment each (compared to 1939 engineers giving 7 entrenchment).
Dozerblade for anti tank tanks maybe? Mainly SP player here so dont have any need for anti tank. Soft attack all the way baby.
There are no memes, those are cool gameplay elements
Tanks defend by going on offense, so tanks do defend... just my making offensive maneuvers
Riveted armor should be S tier. Just about everything in this game has a situational use. If you are a country with low production, riveted armor is something you probably want a lot.
Wheeled suspension is good for flame tanks...
small cannons are meta af btw
heavy turrets are better than modern ones
I bet Paradox watched this video and nerfed *everything* you said was good
you forgot the light machine gun.
I know its not great but it is very cheap for extreme early game anti infantry metagaming
Just use Katyushas. It will ease the pain ;)
What happened to fuel drums!!!!!
It's called "modern turret" because ww1 tanks didn't have turrets. Btw having a lot of breakthrough is pointless: if you get 100 attack (soft+hard) and you have 100 breakthrough you are going to parry every attack but if you have 200 breakthrough, those 100 more are wasted
Do this video on all new hoi upladye
Oh this is one minute cool
where is the medium turret
you forgor heavy mg :skull:
Howitzer is still the best by a mile no offense auto cannon users
Interaction for algorithm.
RIP recon tank meta. What's the new tank meta?
Recon tank is still decent if you are just trying to add armor to your infantry, which makes it a great defensive division that won’t be pushed by other infantry
@@bradlygamez4549 They patched recon tanks just today. They now give much less armor.
@@bradlygamez4549 is that tracking with the announced hotfix today that reduces recon tank armor contributions?
No more recon but instead putting a dirt cheap high armor tank in as a battalion.
I love memes tanks hahaha 🤣🤣🤣
wow
>radio c tier
really?
Terrible timing on this tierlist. New patch YESTERDAY just made adding armor super viable. Wet ammo rack is gonna be at least A tier until the next major patch brings partial piercing.
I hate paradox because tank nerfs, who want tano nerf??? All players love broken divisions and tanks
👏👍
lets goo
Ypu didnt do squeeze bore, smh unwatchable.
do we have to see your face? You are blocking the list!