Main Suggestion:
well, in order to salvage the critical situation of powercreeps tanks, i suggest that the engineer type III gets the ability to replace the previous anti tank gun, and upgrade it with one much bigger and effective.
( kinda wished for the type II to get a better AT gun as usually, the engy type II is located between or next to the heavier and troubling tanks for certain campaigns. and the type III i wished that would get machineguns emplacements. but not everyone might agree, and i hardly think devs would pull that off given the past )
so, without wasting any time, here are my “candidates” for what engineers should be able to construct:
Germans:
Flak 88:
Pros:
- higer penetration
- anti air & anti tank capabilities ( so it requires it’s own shell, but this would integrate the anti air targeting system. an unique feature for this gun to make it different from the others )
- Available to all campaigns ( only germany intended )
- good depression & elevation
- Relatively faster to build / have more ammunition
( one of the two as a side bonus to compensate due to the fact that cannot be moved around. )
Cons:
- Cannot Move
- Low Protection against small arms fire for the crew
- Slow rate of fire
Italian:
- 47/32 Mod. 1935
Pros:
- fast rate of fire
- can be moved
- great elevation & depression
Cons:
- exposed crew
- less ammonutions
- mediocre penning against heavier targets
( although, in tunisia shouldn’t be an issue )
British:
17 pounder:
Pros:
- Can be moved
- Higer Penetration
- Frontal protection
- have more ammunition ( due to the compartment ammo on the chassy )
Cons:
- Much slower than the previous cannon and harder to hide.
- Requires at least 3/4 soldiers to be moved around
- lack gun depression & elevation
- Slow rate of fire
Americans:
either:
- 75 mm Field Gun M1897 on M2 Carriage
or:
- 3-inch gun M5
( which it’s… “”“similar”"" ( in terms of proes and cons ) to the british one )
and last but not least:
Russians:
- 57 mm anti-tank gun M1943 (ZiS-2) / 76 mm divisional gun M1942 (ZiS-3) ( the 76 proposed by @134996221 )
Pros:
- Can be moved
- Can be used as Artillery ( due to it’s great elevation, therefore can access and switch firing mode similar to a mortar where you have to use the map and range meter )
- Frontal protection against small arms fire
Cons:
- Much slower than the previous cannon and harder to hide.
- Requires at least 3/4 soldiers to be moved around
- slow rate of fire ( due to the fact that can also be used as mortar )
- mediocre penning against heavier targets
( shouldn’t be an issue in moscow & stalingrad, but might underperform a bit in berlin )
Precisations and features:
first and fore most:
-
NONE OF THOSE CAN NOR SHOULD BE ABLE TO BE BUILT INSIDE BUILDINGS.
as, it would be quite a headache with HE spam for example in krolla house and become quite powerful. even though can be easily flanked. the point of those is to be used against tanks. not infantry. those can also be used for the second purpouse, but again. not the primary one. -
requires it’s full crew for it’s optimal performance. ( similar to tanks how those works )
for example, the russian anti tank gun, requires at least 4 alive soldiers near ( or inside. that’s on developers to figure that out how it will work ) to be a bit faster when moving it around, or be able to work around the rate of fire. just like currently tank works. less crew you have, the less efficent the overhall process will be. ( as after all, you can’t expect 2 soldiers to work fast as 4/6 soldiers. that’s kinda the point ). -
Either more resources are needed in order to build it, or have a longer time to built it
as those are more powerfull, in order to also balance them a bit, they either requires more enginners point to construct them, so it’s not like you can spam them left and right ( same goes for refilling ammo. this is more for the russian anti tank gun as it can be quite powerfull because of it’s feature ) or as a compromise for their power, they require extra seconds of hammering in order to complete the construction compared to the level type 1 cannon. -
for those smart ass that will outright it deny it’s usefulness, just because YOU do not find it " usefull " or " efficent ", doesn’t make it any less of a valid option for the others and overhall for the game. after all, it’s meant to be used for those who actually use it or needs it. an additional tool to get the job done against specific targets. ( i made this suggestion for other purpose that i will reveal in the future. but, to also have somewhat of a valid counters against heavier tanks like it happens in moscow. or later on be a thing for tunisia when tigers will be a thing. and yada yada yada )
and that’s about it.
in conclusion:
so yeah, that’s it for my suggestion. but if you feel like can be improved/tweaked a bit more, don’t hesitate.
i just wanted to make this post out sooner, ( even though dunno how much will be taken in consideration since feedbacks now days are more of a hit or miss ) and hopefully, we’ll get them.