LOOK AT THIS TABLE: List of all tank values HERE
I pieced together a table of the most current values of relevant tanks from all of the factions. I was hoping to stir up some dialog within the community here and see how people feel about the way the tank game plays out in the current meta.
Formula: Penetration/Armor * 100 = % chance to deal damage
Example w/Panther vs Pershing: Panther's penetration from far away is - 220, the Pershing's armor is 230, so the formula would be: 220/300 * 100 = 73% chance to deal damage.
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My OPINION: The game's AT guns are in a fine state, but the cost to value ratio of the German armor compared to the allied armor is disproportionate. You would think the natural answer to tank inferiority is the use of AT guns, but the counter to team weapons is artillery. Fortunately the Axis powers have access to mobile artillery pieces that allow for hit & run type tactics, this in-turn leaves very few options to the Allied player to respond to having their vital AT guns hit with artillery:
- Respond with some sort of flanking, hit & run tactic with their tanks. Doing this is risky, attempting to out maneuver your opponent with some sort of wide flank in hopes you track down his artillery piece before you hit a mine or become discovered is a less than ideal solution.
- Counter artillery is the obvious answer, in order to keep your team weapons alive, you spit back from just as far away with the same tool, but there is a complication. Artillery is only really available to the Soviets non-doctrinally which leaves the USF and UKF is a poor state of affairs. The USF's pakhowitzer is a temporary short-range solution that suffers from decrewing problems (the UKF landmatress likewise) due to its lack of mobility such as a stuka or panzerwerfer.
All of this effort is towards the goal of maintaining your AT guns as an allied player so you are able to fend off the superior penetration and health values of the axis armor.
I spent some effort in making this table since I had to manually piece it together via the attribute database in the tools section of steam. I am starting to draw the conclusion that the panther is just a step above ridiculous when it comes to health, armor, penetration. The first counter to my conclusion is "its range is inferior to other tank destroyers". So lets compare the 60 range SU-85 vs the 50 range Panther. It is very possible the SU-85 will get the first shot off, but the difference between 10 range leaves no room for any sort of shot evasion tactic from the SU-85, so it is highly likely that if an SU-85 (far less maneuverable) engages a panther, 10 range does not decide if there are free hits being dished out. Now lets look at the amount of hits to destroy the opponent.
SU-85 dies in 4 hits (with a 157% chance to deal damage if hit by panther)
Panther dies in 6 hits (with an 84% chance to deal damage if hit by SU-85)
The next counter argument is that the SU-85 is a cheaper tank. The problem I take with this, is the game being about veterancy. Keeping your units alive, gaining XP, (panther gets increased armor with vet), and eventually overwhelming your opponent with the units you were able to preserve. This sort of dynamic between tanks offers the Axis a huge amount of breathing room in terms of cognitive awareness of the battlefield. Allowing an Axis player to recover from what would have been a non-micro blunder with a 50% more time to react window.
How about we just buy a bigger tank on the allied side. Well... that one is kind of complicated, there are some, with advantages and disadvantages, mainly doctrinal choices if you want to go bigger, and even then, you are limited to a single one of them, while the Axis player is free to spam as many 960HP panthers as they see fit and give them a modicum of anti-infantry with an MG-42 upgrade (Jackson's would die to have this).
I understand the game is supposed to be asymmetrically balanced, and it does occur to me that the Axis do not win every game. I am simply trying to better understand why things are the way they are, since I am inclined to draw conclusions from the raw data I see. I am also aware that veterancy and commander/vehicle abilities strongly influence the dynamics of tank combat.
TL/DR: I'll leave it at that, there are plenty of more tank match-ups that can be compared, and I encourage everyone to do so. I spent a lot of time piecing together this table manually, I hope you guys make some use of it. I am interested to hear your conclusions. Most surprisingly to me, was the sheer amount of vehicles that actually deal 160 damage!
There's a couple of pretty serious problems with your line of analysis though. In your example, you mentioned that "10 range will not give any ability for the SU85 to evade the Panther". This presupposes a very low level of player skill AND assumes that battles in COH2 occur in vacuum of strange 1 tank vs 1 other tank situations. Because in such strange hypothetical situations, a single T34-76 will easily defeat an Elefant or Jagdtiger, even with a low level of micromanagement skill.
In reality, 10 range is MASSIVE, and usually results in dozens of unretaliated shots across a whole match. The Panther(s) will get shot at the moment they pokes their heads out by the SU85s (notice how they are in the plural form, because a 1 Panther vs 1 SU85 scenario is not a reasonable test). The Soviet player should reverse his tank destroyers if the Panther(s) push forward, and the Panthers would need to commit to a chase to even attack the SU85s. Since COH2 is heavily based around infantry play, the chasing Panthers will often be threatened by infantry units with snares. If the Panthers don't move closer, they can't hit anything. The penduluum only swings one way, because the SU85s doesn't need to get exposed to fausting-infantry in order to attack Axis tanks. Basically you don't just let a Panther waltz in and claim an easy 1vs1 victory against an SU85 - at least not at a reasonable level of player skill.
The second problem is that your horribly flawed conclusion was based off a comparison of generalist tanks with tank-hunter(s). This is a favourite pasttime of players who have only played as USF, in which they compare the Pershing to the Panther, as if the Panther had a main gun that guaranteed multiple wipes of enemy infantry squads per game, and could throw grenades to defend/attack. The Panther also has an inferior chance to penetrate, worse armour, inferior moving acc, and inferior reload time, and requires a very expensive tech path, but hey let's only look at the Panther's slight movement advantage and 20% increased health. All in all I'd say the Panther is slightly better in the tank vs tank matchup against a Pershing, but that is simply a comparison of his chicken being tastier than your fish.
Not to disparage your efforts, but all of your claims hold no water. You even go so far as to claim that the Axis armour is more cost-effective, for which there isn't a single piece of evidence. The "Axis superiority" in terms of armour comes at a steep price. As an example, the P4 is objectively superior to a T34-76, but the P4 has a 133% fuel price premium and costs more manpower and pop cap. And if all I wanted was a medium tank to bully infantry squads and bleed my opponent, the T34-76 does the job for much cheaper.
In a game which you have already acknowledged is about asymmetrical balance, you've spent most of your efforts cherry-picking the strengths of Axis armour whilst ignoring the weaknesses, and purposefully contrasted it against Allied weaknesses while ignoring Allied armour's strengths. Hopefully you'll reflect on that.