many people seem to think that the pershing wont do much,people seem to forget why the pershing was created in the first place and why it was deployed.
the Pershing is a heavy tank with a big gun,do you know how this will help the USF?
if you dont then let me show you how huge of an impact it will have on the USF performance.
1)Durability,many people seem to forget how bad is the durability of USF tanks,this makes tanks like the panther and the tiger really strong against the USF,by adding the Pershing the Germans will have to face dangerous durable tank,this will allow shermans,artillary and jacksons to deal with the germans without the fear of being killed by a panther,tiger.
2)Gun,unlike Tank destroyers Heavy tanks were not bad at dealing with infantry,with the pershing you will be able to deal with shreack blobs and also treaten heavy tanks like tigers and panthers(remember its a jackson WITH heavy ARMOR and HP while also can fight INFANTRY)
3)Unit Support,if you take the above facts into mind while also thinking about the other units USF will have access to support the pershing,this will make them VERY deadly late game(remember Pershing doesnt have paper armor or health nor it has a bad gun)
the Calliope will provide very good indirect fire support to the USF and allow them to flank enemy tanks safely(by firing at Paks,shreack blobs)
something other units cant provide(think of it like a katyusha with a tank gun and armor/health)
Both tanks will make Late game USF better and also more viable to team based games.
None of these truly help the USF major issues, it would end up being just a crutch, similar to a few patches ago where Ostheer had to just sit and hold and wait for Tigers and Stug Es and hope it would do something when they had all these other issues. And in smaller games the Pershing won't have that many units to support as that's where all the fuel would be going and it'd come late like the other heavy tanks where you'd have either multiple mediums trying to roll over your army unless you invested in your own vehicles that would delay a possible call-in further.
And as I said, Pershing won't be game-changing given that Axis can already deal with IS-2s with their own arsenal of things such as Jagdpanzers, Stugs, multiple ATGs, and their AT in general.
Things USF Needs for its Core
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Riflemen Veterancy:
-Make the accuracy bonus to their weapons that they receive the same as the other faction: 40%. Possibly split it between vet 2-3.
-Received Accuracy bonus to 27-28% from 23%. Possibly split between vet 2-3 if accuracy bonus was also split.
-
Bazooka:
-Decrease price to 50 munitions to allow it to be more available as a soft counter/deterant to vehicles.
-increase its accuracy at range to make it more reliable at chipping health.
-Maybe make its penetration flat so not drop-off at range to make it more consistent.
-
.50cal: -Increase .50cal penetration from 3.0/2.0/1.0 to 4.5/3.0/2.5, would allow the USF LT tier to have a soft counter to light armour when supported with rifle AT grenades.
-Fix issues/bugs with .50cal such as the overpriced crew, gun health/armour and its vet 2 weapon not having the same bonuses that all MGs got in the June/July patch which Cruzz has stated. Removed received accuracy penalty on the crew.
-Maybe drop cost to 260.
Ambulance: Lowers is population cap from 4 to 2. Yes it can reinforce, but the moment it steps out of the base it's at risk of being on shotted by everything.
-Give it a slow passive healing ability when in the base sector and stationary.
Pack Howitzer: Increase the number of shells on all barrages to make these better at area denial. -Standard HE and WP is 6 rounds, no longer losses standard HE from vet.
-HEAT fires 4 rounds.
-Remove cost on WP to give more incentive on using it over the regular barrage.
57mm ATG:
-Increase its base penetration to 165/150/135 to make it more reliable vs mediums.
-Possibly move to T1 and require any officer.
Major: Major model population from 3 to 1. Makes the whole squad only 3 pop cap.
-Revamp his barrage ability and fix the timer on the drop-time between shells that is currently inversed. Make it have a long cooldown and shorter range a tad, but make it much cheaper/free. Not effective, but it would give more incentive to push him forth and be the heavy indirect-fire unit the USF lacks to force weapon teams to move without mass smoke and be an interesting take on artillery.
Tank .50cals: Cost dropped to 50-60 munitions form the hefty 70.
Add a Mortar:
-Fast rate of fire, good accuracy, access to smoke, lower OHK radius compared to other mortars and less range that is meant to operate right behind the rifles and give them the fire support they need and force weapon teams to move if not from damage, then from sheer ROF.
-Found in T0
Lieutenant: Change to a long-range combat support unit (Modified M1 Garand profile similar to Pathfinder rather than a BAR) with various abilities rather than Riflemen 1.25 like possible auras similar to the artillery officer. Would help him later in the game in toughening nearby USF units while making him not this shock unit that would be followed up by various light armour.
-Starts at four man to emphasize support role. Goes back to five at vet 2-3.
M20:
-Manpower from 340 to 260/280 to reduce that hefty MP price.
AA HT:
-Similar to M20, lower its MP cost to 300 from 360(?). It already pays by having a high fuel cost.
The USF current tank/Major(except the Major himself) tier is actually fine I would say. They all do their jobs as intended, but don't have exactly the strongest core backing them up and in the end. Pershing and Calliope would just be fun toys USF could play with, but are not necessary to win. Ostheer doesn't need Tiger or Panthers to win, Soviets don't need IS-2s and OKW doesn't need KTs so USF shouldn't need a Pershing to rely entirely upon. It's the main core units that should be holding them up.