Reposting this as it sums up my feelings of the USF changes of the Jackson and how giving RE smoke doesn't diversify USF gameplay but achieves the opposite.
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Response to Jackson:
I can understand the increase of hp for preventing one shots which I do approve of but the factor of the Jackson having a turret makes it harder to flank then other TD's, it's mobility, and range makes it a incredibly dangerous tank destroyer with a underused but amazing ability and great veternacy. It's hp is suppose to be it's weakness alongside lack of armor. When it's HP is increased one of it's weakness is patched and it becomes a nightmare for enemy players to face when used by a skilled player as it becomes more difficult to hunt by enemy tanks as while other TDs weakness is lack of turret and inability to return fire the Jackson can deal with enemy armor flanking it if properly support.
The Jackson shouldn't be used to hunt down enemy tanks by itself but with supporting units. The Jackson is meant to used in a different approach compared to other TDs. It's meant to work in conjugation with Shermans to take down heavier enemy tank with their mobility and benefit of rotating turret. Hell it's more to player skill then the Jackson fault that they overextended it, misplayed, or without proper support thinking it's a Panther.
Jackson hp should be enough not to be one shotted but enough to be three shotted by enemy AT guns as to keep it's weakness but least reduce player frustration against one shot weapons. The Jackson is a good tank destroyer and if it wasn't vulnerable to being one shotted then it'd be in a perfect spot. It's a unique tank destroyer with good strengths and weaknesses that can be exploited.
Response to smoke and USF infantry overall:
Giving smoke to RE gives them a combat role, where they lacked any before
RE already have a combat function of being a cheaper, weaker unit compared to Rifles that can suit a more defensive style with BARs, a AT squad, or flamer unit. They're engineers with some combat ability already especially compared to other factions engineer squads with the exception of OKW
Removing smoke from Riflemen, makes them less of an 1-unit army that puts elite infantry into shame, but still allows them to perform well for cost
How does removing smoke from Rifles to give to REs make elite infantry more attractive? Rifles lack
hard close range firepower or long range fire power compared to Rangers or Paratroopers who do fill that gap in USF line up. I use them when I need to fill said gap and removing smoke from Rifles wouldn't incline me to use them more. They are meant for a specific purpose.
This increases the added value of USF Elite Infantry, which were massively overshadowed by Riflemen; rather than being the non-meta option you go for to surprise people, those doctrines now actually become more competitive to non-elite infantry doctrines
Reason why USF elite infantry aren't used is due CP timing, need of MP, and upgrades. Paratroopers provide excellent close ranged or long range support to Rifles and Rangers also fill a gap of close range firepower with Thompson. To be fair Rangers due lack much utility with the very least having incredible received accuracy bonuses but even with REs getting smoke why would I get Rangers or Paratroopers? To use USF elite infantry I have to go two REs then two Rifles to afford them when they are unlocked not because they're poor combat units but due to previous said reasons. A doctrine can be good but reason why some things are meta is because the doctrine has some sort of abuse (Lend Lease), good selection of units and abilities (Lightning War), patch a weakness of a faction (Armor Company or Mobile Assault), or for a call in (Heavy Cavalry). DevM went Armor company almost every time as USF because M10 provided counters to Axis medium tanks without need for teching and could reach critical mass to overwhelm heavier tanks. Not due to Airborne being a poor doctrine (even though it could still be adjusted).
It allows RE to better synergise with USF Elite Infantry
Why would RE need better synergy with USF elite infantry? They synergise well with Rifles already given Rifles
have smoke in the first place is why and USF elite infantry covering Rifles less
optimal range such as close or long range. It's just taking away synergy from one unit to give to another.
It prevents lategame USF play from degrading into Jacksons & Riflemen
Which Riflemen would be countered by heavy mgs, elite Axis infantry, artillery, and a few AT infantry squads or gun throw in and could also be prevented with Jackson HP not being able to take four AT shots.
It turns USF army synergy from Riflemen-centric to Infantry-centric
Whole point of USF was to have the strongest mainline infantry which is more a design fault but still remains why USF is unique. The USF is based around the Rifleman with his M1 Garand. Again moving smoke to REs won't change much as they already have a uses.
It allows USF late-game to transition to lower-upkeep Rear Echelons, without abandoning their smoke
USF has Shermans to provide good late game smoke and any USF player worth their salt will have a sherman or two in their build and use it. Yes REs are cheaper and have lower up but if I need smoke that desperately I'd get a mortar.
Incentivising players to build tanks other than Jacksons (since both M4 and M8 have access to smoke)
How? Shermans and Scotts have a purpose which is countering medium and lower tanks and infantry for the first and providing long range anti infantry firepower and free smoke barrage in case of the latter. It's lack of skill or abuse of doctrines why Shermans aren't used as much like DevM using M10s or Hans using heavy cavalry. Not saying they are only good because of said doctrine as they're still both highly skilled players.
Finally, Riflemen smoke is massively powerful vs OST, where USF does OK against, and almost useless vs OKW where USF gets their ass handed back to them in spades.
That's more due OKW Volksgrenadiers and the rest of that faction in general and to say smoke is useless against OKW is untrue. OKW still have MGs, a flak HQ, and long ranged oriented squads. To see how useful smoke is against OKW I'd recommend watching me against Luvnest as smoke can block LoS for rakets or cover a advance to get close.
To compensate for early lack of Smoke, the USF mortar is now the best smoke dispenser platform in the game. Try it out, and let us know how the faction feels.
Have to say it does feel great that USF mortar smoke ability seems to be done immediately then glitch out for a few seconds which matters greatly when timing a multi-assault as timing is massive for when a Rifle squad is just entering LoS of that HMG and getting suppressed or getting smoke and allowing them move up quickly to help relocate that HMG and support the other two Rifles moving up. I do applaud this fix greatly. Saying that I don't want to have to go mortar every time but I found myself getting a mortar for smoke then purchasing another RE for smoke purposes as least the mortar smoke is free, has greater range, and doesn't bleed like another RE squad would. I found it pointless to get another RE for their smoke grenade as I'd only get another RE squad for other reasons like another AT squad, minesweeper, extra capping power, etc. but not for another squad to smoke with. Granted yes it's helpful that when I get another RE squad I can use smoke on them but I always have two or more Rifles due to them possessing greater anti-infantry capabilities and better veterancy.