Upcoming Changes for 1.2:
-Cost from 380/135 to 400/145
-Accuracy for standard and HVAP from 0.06/0.05/0.03 to 0.055/0.04/0.03
-Far penetration from 180 to 200.
You forgot the 600 -> 640 Hp buff
Posts: 911
Upcoming Changes for 1.2:
-Cost from 380/135 to 400/145
-Accuracy for standard and HVAP from 0.06/0.05/0.03 to 0.055/0.04/0.03
-Far penetration from 180 to 200.
Posts: 911
You know that we make this for free? In our free time! So were is the fairness to us?
Jackson still lose 1vs1 vs a j4p on vet 0 already. On vet 2 J4p get Ho boost so its even more ez for j4p.
And wehrmacht has tellermines, pak40, shreks if you don't like a cheap stug. I mean look at the fuel prize jackson vs stug.
On vet 2 J4p get Ho boost so its even more ez for j4p.
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If you buff the m36 to the point where it beats the Jp4 in a head on fight, exatly what is supposed to be the jp4s tradeoff for having no turret and low maneuverability?
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Nazi Cloaking Field?
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I remember seeing a JP4 Predator Cloak for the first time and I was just thinking, "Did I just see a bug? Damn thing just disappeared in the middle of combat..."
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So I'm bringing this back up since we've had more time with 1.2. What do people think of the Jackson now?
From my experience, the unit likely needs to be toned down against medium tanks a little more and possibly go to 560 health, which is in discussion behind the scenes. Yes that means it'd go back to getting 2-hitted by Jagdtigers and Elefants and require less to kill from non-160 sources.
Posts: 466
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Can we please stop messing around and move the AT gun to t0 after unlocking LT or Capitan. Ty
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Posts: 36
So I'm bringing this back up since we've had more time with 1.2. What do people think of the Jackson now?
From my experience, the unit likely needs to be toned down against medium tanks a little more and possibly go to 560 health, which is in discussion behind the scenes. Yes that means it'd go back to getting 2-hitted by Jagdtigers and Elefants and require less to kill from non-160 sources.
Target Tables against mediums might be the answer, but Smith hates those due to the need to memorize damage against specific targets. I'm sure the team could use it though if I push hard enough and maybe if I got the chance to work on some UI-text that would help classify units in their descriptions.
Also I've compiled the notes here and on the main page:
Total Changes
-Cost from 350/125 to 400/145.
-Accuracy from 0.06/0.05/0.03 to 0.055/0.04/0.03.
-HVAP accuracy from 0.06/0.05/0.04 to 0.055/0.04/0.03.
-Penetration from 230/210/200.
-Health from 480 to 640.
-Penetration from 240/220/200 to 280/230/200.
Posts: 609
So I'm bringing this back up since we've had more time with 1.2. What do people think of the Jackson now?
From my experience, the unit likely needs to be toned down against medium tanks a little more and possibly go to 560 health, which is in discussion behind the scenes. Yes that means it'd go back to getting 2-hitted by Jagdtigers and Elefants and require less to kill from non-160 sources.
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Posts: 172
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I'am still not convinced the changes brought to the Jacksons are going to be balanced in teamgame. I'am really afraid Jacksons + Su85 or Jacksons + FF are going to dominate the 4vs4 meta.
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The main problem here imo is balancing philosophy. Instead of making allies focused more towards quantity instead of quality you try to reproduce axis styled unit. After the changes the only things jackson will be lacking to be identical with axis units is better frontal armor. xD
Problems concerning tank vs tank battles are:
- too narrow maps with not enough flank spaces
- too much mobility for axis tanks
- not enough mobility for allied tanks
- too expensive allied tanks
Axis tanks prefer frontal, long range skirmishes. Hence elephants, jagdtigs, jp4s, panthers etc. Frontal armor on axis tanks is high af like its supposed to be. Armor penetration on most axis tanks is high too. Also cost of axis tanks is high. Now the problem here is retarded blitzkrieg, it makes axis tanks too fast too furious. Being slow with slow turret rotation is literally the only chance for allied tanks.
Now allied tanks have shitty armor pen, no tankiness, bad armor but some of them have somewhat decent mobility. If anyone then allied tanks should have something like blitzkriego mobility to make better raids.
I would concentrate on making allied tanks best for making massed raids with high mobility. Give blitzkrieg to all allied tanks. Lower cost of sherman and make it less effective vs infantry to compensate and voila we have a fun game. One side prefers static frontal skirmishes while the other wants to make big raids. It sounds better than making jackson an axis clone.
The real problem with large games is the inflated economy and the ability to instantly replace a Super heavy call in.
The first can be fixed with reducing the turnover of cashes while also increasing the price.
The second can be fixed by making the cooldown start when a Super heavy is destroyed and not from when it called in.
Posts: 466
Like the Raketen but locked behind Officer? I guess that's fair, the USF ATG is better than people think it is, even with the munitions required.
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No, it is not. The problem exists when those units are on the field and allow no counterplay. If you can not counter them, you can not kill them. Hence, the discussion about ressources is completely out of place.
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