Pls don't play the victim card. It's like you forget that USF was actually the best faction performing during the last tournament and that i already mentioned that if the Jackson hasn't been nerf yet is for the same reasons OH hasn't been buffed yet. Teamgames.
1- The damage went down, but the penetration and RoF got increased heavily. Would you rather be doing damage from 60 range reliable or having to flank tanks with 480 HP to do 240dmg per shot.
The 200dmg model didn't work because the platform it was used had 480HP. That kind of damage model require either heavier pen and/or a heavier platform (i was advocating 200dmg model for PV).
2- I never called anyone a fanboy, so don't bring it up. Anyone can make mistakes, if not we would have never seen Ostwind spam, 7 man conscripts dominating, JLI/Falls, teamgame rushing TA/Tigers requiring hotfix, etc.
3- Yeah, i'm comparing the unit to other TDs but it seems you also missed the part (might had been in another thread) where i said that the Jackson holds the faction in the lategame specially for teamgames.
Which is why i have already consider all the aspects that made the unit useless in the past.
If you start complaining about lacking features, the other 2 allied factions can easily complain as well about all the things USF already has.
Finally the big cats had been nerfed to acceptable levels, specially after losing the 2 shot capabilities and range. One of the reasons you left the Jackson OP.
Therefore the options are:
-You can't reduce HP below 640HP. Anyone who suggest this doesn't remember why it was set in that number in the beginning. It's meant to survive as other tanks 3 shots against super heavy TDs and anything below 560HP means it's not gonna be usable for teamgames.
-Cost. It's in a good spot. You can't realistically just keep increasing it.
-Moving accuracy. If possible i wouldn't touch as part of the whole "faction" feature but that's an option.
-Mobility. It's at the high end of max speed and acceleration. Acceleration was my 2nd option to touch (cause it's easier) with infinite resources and time been available and looking for ways to adjust the main gun my first but that requires more work.
-Turret rotation: i leave the slow traverse to the FF.
-Main gun. My take on this is making the HVAP vet 0 and a toggleable munition just like with the Sherman. Then make the main gun get 50 range reduce pen slightly higher RoF and the HVAP stays as slower RoF, 200 dmg and high Pen.