The Jumbo could be a interesting late game call in, maybe price it the same as a KV1? They are essentially the same tank.
yep also my thoughts...
Something equal to the KV-1 would be fine.
Posts: 640
The Jumbo could be a interesting late game call in, maybe price it the same as a KV1? They are essentially the same tank.
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Yes but you don't see the point.
For example, Calliope or the one with flamethrower. They are Shermans but they are different.
Right now we have only thicker armor or better gun. It's boring like hell.
For example, we have 3 KV tanks but they are all different.
Damage sponge, assault gun and flamethrower. All are different.
Sherman Jumbo would be just Sherman with thicker armor, that's all and we already have many Shermans that are not so different from each other.
And the KV1 sometimes is useful but if you erase B4 from that doctrine, Im telling you that you will never see KV1 again. Same would be for Jumbo.
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yep also my thoughts...
Something equal to the KV-1 would be fine.
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And how this would give any other late game option for USF?
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But the KV1 is an excellent tank? Wrecks PIV's, bounces shreks and AT gun shots. Can tank damage from Tigers and Panthers well. When it vet's up it gets a super good ROF, and becomes quite maneuverable and fast for a heavy tank.
For it's price the KV1 preforms just fine, a Sherman Jumbo that works the same way would be great for US late game to soak up damage from enemy tanks while your Jacksons rip them apart. Maybe give the Jumbo a little bit extra health and armor.
EDIT: The KV1 is the best of all the KV series in the game some strange reason because the KV8 doesn't have as much armor and it's anti-infantry performance got nerfed, while the KV2 is stupid expensive for not doing very much at all.
KV1 = 800 health and chance to bounce enemy AT.
A Sherman Jumbo can preform as a good counter to enemy shrek spam by being able to tank the damage and deal it out in return, plus maybe give it optional HE/AP shells for increased performance?
The KV1 isn't a bad tank by any measure, especially for it's cost.
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And IS2 can do same thing but even better so why I should pick up KV1 over IS2?
Remove B4 and you won't see KV1 again.
KV1 is best of all KVs? KV1 is excellent? (it was around 1941-1942).
Show me KV1 with 20-30 kills, with great impact on the game since hitting the fiel becasue I can show you KV2 or 8 with such many kills without a problem and with huge impact while it's hard to achieve for KV1
It has around at medium range 37% to bounce. It's not even close to Tiger vs bazooka or 57mm, not to mention King Tiger, Jadgtiger or Elephnat.
And once again, how Jumbo would improve USF late game AT option?
How it would be different from E8 or Bulldozer? Only thicker armor and different gun.
Posts: 4630 | Subs: 2
Except an IS2 doesn't come in at 8 CP, and costs 85 more fuel. The KV8 is good for killing buildings, but it's preformance is eh due to not killing infantry as fast as it used to while having weaker armor than a KV1. The KV2 is retardly expensive for a heavy tank that costs as much as a Tiger or IS2 while having 200 less health, it also cannot hit shit, and has an extremely awful ROF when not locked down.
The KV1 is a good all rounder that can make Panthers worry due to the Panthers lack of DPS.
The Jumbo would improve USF's late game in general because it could actually stand up to Axis tanks while not dying to a light breeze, and be more generalist than a E8 which is best VS armor or a Bulldozer which is just garbage.
If you want to add the Pershing that's fine, but the Jumbo and other options like the Callopie or Alligator are also interesting.
While it is true the best thing in Counterattack tactics is the B4, if the KV1 was a stock unit you would see it all the time because it's a tank with the excellent AI capabilities of the T34 while having much better health and armor.
Posts: 1484
Pershing is not about standing agasint Axis armor. It's about having something else than Jackson to deal damage. Every faction has 4-5 late game AT options. US Forces have only 1 in fact. That's the point we are talking here. Not damage sponge, but useful late-game AT unit.
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It may come at 8CP, same like KV8 but KV8 provide you great push power. KV1 cant do that. It's only advantage is armor which in fact it is still terrible. ~35% to bounce schreck? How many % Tiger/KT/Panther have to bounce bazooka, 57mm and even ZiS? And there will be usually 2 AT gun shooting at you while you may see 4-5 Schrecks shooting at KV1. In fact many times one volley is enough to push back KV1 unless you are RNGesus behind your backs but that's unlikely.
Quick example, how often to you see AT nades bouncing from Panther? For me it's something common, almost in every game.
How often you see KV1 bouncing pzfaust? In 1300h I saw it only 3 times.
Point is, KV1 may have amazing armor when compare to USF units but it's like chagning wooden stick to a brozne stick while you need steel.
Why Panther should be worry? It's KV1 which should be worry. 1 shot from panther, 1 volley from 3 schrecks and you already have to fall back.
Pershing is not about standing agasint Axis armor. It's about having something else than Jackson to deal damage. Every faction has 4-5 late game AT options. US Forces have only 1 in fact. That's the point we are talking here. Not damage sponge, but useful late-game AT unit.
As a stock unit I would choose KV1 over T34 really rare. It may have better armor but it's really slow. You can't penetrate anything what OKW has from the front, you have to flank. T34 is perfect for this. Quick attack and retreat. Jumo around the corner, wipe Pak40 and go back.
KV1 and T34 have advantages but T34 would be more useful most times and it still a way cheaper.
I agree, Jackson is the lone late AT option and that is it. In vCoh, we had the option of upgrading the "fun" on the Sherman but in Coh2, nope call in doctrinal Ez-8s.
Posts: 1216
Tactical Reserve Company
Contain enemy attacks with well-equipped core infantry, then unleash powerful units from rear-line reserves. Discounted resource caches improve battlefield awareness while the M32 Sherman ARV can return knocked out vehicles to service. Counter enemy armor and exploit Allied breakthroughs with the newly developed M26 Pershing heavy tank.
Forward Outposts (0 CPs)
Fuel and munitions caches cost 150 manpower and provide additional sight range.
• Passive ability
• Does not increase cache HP
Rear Echelon Reserves (4 CPs)
Deploy two squads of fresh Rear Echelon Troops to reinforce vulnerable points. Each squad is equipped with an M1919A6 Light Machine Gun and comes with a random amount of experience.
• Costs 380 manpower.
• Squads can have anywhere from zero to rank 2 veterancy. A rank 2 squad will come with all 5 members.
• Each squad carries a single LMG.
Extra Weapon Stockpiles (6 CPs)
Items from Weapon Racks cost 50% less munitions. Does not affect unlock costs for each rack.
• Passive ability
M32 Sherman ARV (9 CPs)
Deploy an M32 Sherman Armored Recovery Vehicle. This unarmed unit may recover US Forces vehicle hulks and return them to operation. Can be upgraded to reinforce nearby infantry.
• May purchase “Infantry Carrier” upgrade for 100 munitions, allowing nearby infantry to reinforce and allowing the M32 to carry a single squad (troops may not fire from the ARV).
• May repair vehicles.
• May recover vehicles from intact hulks only. Recovery takes 150% of the vehicle’s original build time. A recovered vehicle will have either an engine or main gun critical, and will have 10% of maximum HP.
• At rank 1, gain “Repair Critical” ability to remove any single vehicle critical in 3 seconds.
• At rank 2, gain increased speed and acceleration.
• At rank 3, gain Concealing Smoke ability (30 munitions).
M26 Pershing (11 CPs)
An M26 Pershing is available for frontline deployment. Heavy armor and a 90mm main gun allows this unit to engage any enemy tank. Can fire white phosphorus rounds to clear garrisoned structures or scatter infantry.
• 600 MP, 190 fuel
• May mount .50 caliber MG for 70 munitions
• May launch smoke at target area with minimum range
• At rank 1, gain White Phosphorus round. For 50 munitions, this will fire one incendiary HE round that does area damage to infantry and burns their HP over time. Damages infantry in buildings. 15 second cooldown.
• At rank 2, gain increased speed and rate of fire
• At rank 3, gain increased accuracy and sight range
Posts: 11
All the Allied fans keep asking Relic for a Pershing commander so here's what one might look like. I think the key is to balance a commander so it is not 100% reliant on its call-in to be effective, while not giving it too many early CP abilities as to make it overpowered relative to other commanders.
Posts: 2115 | Subs: 1
Posts: 300
stop suggesting late game commanders to compensate for their weaker lategame. It shouldnt be like that.
One thing i like about USF is the fact that i find every single core unit to be effective at what it does. They arent that commander reliant as Soviets. OKW also doesnt really need a commander, and neither does Ostheer (in theory, yes i know tiger meta).
Posts: 2115 | Subs: 1
First off Pack Howitzer and stuart say hi as far as core units go. Secondly I'd argue USF is commander dependant its just that their commander options arent nearly as good as Soviets so its not as obvious.
Airborne is the best USF commander as air dropped AT guns means you dont have to invest in the craptain tier and the P47 is a saving grace against heavy armor, and paratroopers scale much better late game than riflemen
Rifle Company for Easy Eights helps a bit vs late game armor
Infantry commander M1919s help riflemen scale better into lategame
but yeah I agree we need to fix core lategame instead of pushing USF into being like the soviets.
Posts: 2053
Posts: 2115 | Subs: 1
Pack Howitzer is inefficient compared to a standard mortar. There are many things wrong with it.
Stuart vet abilities... And shell shock is meh, targetting and shooting everything.
Technically, USF is commander reliant on alternative AT options. Bazookas are a no go, the AT gun meets enemy Blitz, the AT rifle grenade i keep on having issues with (compared to the soviet hand grenade where the guy chucks on the spot).
Jackson is the tank for killing all armor, and it seems that you cant spend fuel on anything else to kill tanks.
Next to riflemen being your only infantry.
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