It cant 2 shot a sherman anymore. They nerfed it.
And I have to agree with Viper. The Jackson shuts Ost T3 down completely. I just tested it ingame and you can wait almost 10 min before you see one miss. The P4 already has a hard time but now USF just needs to build one Jackson and it gets shut down completely. The Vet 2 +30% Accuracy buff just makes things worse. And I think that's the first problem you should tackle. Replacing it with a mobility buff to reinforce the mobile nature of the Jackson would help a lot.
Honestly trading accuracy for a mobility buff could be unwise. Too large of a boost then in a hands of good player it would be nigh impossible to chase down. Too little of a change then what's the point of it? Granted almost all Axis medium and above tanks have blitz but if the Jackson did receive a mobility buff then it's HP should be toned down to 560. I wouldn't be opposed to a such idea given USF is meant to be THE mobile faction but testing should be done. |
yeah, who has no seen vet4 kubels in every game since the mod was released......
good luck keeping alive your kubel or your m-20 until late game while vetting it up, and good luck again to use them without getting oneshooted by tanks, mines, atguns, etc....
Could be great if mod team provide us some replays so we can learn how to get in a so easy way vet4 kubels and get a good use of them in the late game (same for m-20, that as you said in other post, scales really well to late game and is really usefull in that phase of the game).
I actually played a few 2v2s against Miragefla and he managed to get a kubel to vet 5 then 4 respectively. It's not that difficult given it shares veterancy now and can function well as a scout with its large LoS and camo ability. |
Loving USF with this mod as it feels they're stronger against OKW and doesn't feel like a chore from start to finish. Love the fact USF can go with more builds now.
Pack Howitzer feels great and acts like a mobile artillery piece as it should be and punishes camping or very defensive players.
Sherman feels more or the less same.
Jackson is very powerful now with its HP buff allowing it to chase down enemy tanks. Honestly even with its HP buff enemy medium tanks can trade with it due its slower reload at vet 0.
Recon Commander looks to be another viable choice with airdrop buffs and changes.
RE are properly costed now and with volley fire buff can defend against lone squads flanking. By the way does Volley Fire apply quicker with BARs? If not then if equipped with one BAR they could as another way to compliment defending support weapons.
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In this patch Stug has only 10 more frontal armor than M36 but less HP, less accuracy, less range,less damage, less sight and far less penetrations.
Stug has 640 which means it can take three AT gun shots and snare with a little bit of HP left unlike the Jackson which will die
The M36 is far more forgiving than the stug, Su-76, Su-85 if one "is too reckless with it", due to sight bonus, turret, and speed.
I did stumble a bit when I said too reckless as I was still thinking of it's current HP of 480 my fault there. However it's speed is no better or slightly better than the P4 or Sherman speed and acceleration
The fact that Su-76, Su-85, Firefly, and M36 can snipe PZIV well beyond their range makes PZIV an expensive later version of T70 having a limited window of opportunity.
Couldn't that be applied to any medium tank like Cromwell, Sherman, or T-76 against Stugs, Panthers, or Jagdpanzer?
The chances to score a "natural hit" on mediums at max range simply needs to way down so buffing the accuracy of the M10 and M36 is a step in the wrong direction. Their accuracy should go down not up.
If the Jackson far accuracy and new buff prove too much for Axis medium tanks then reducing it's far accuarcy should be compensated by heavies target size. Would that work? Maybe earning it's accuracy back through veterancy
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More in depth look at the rest of the notes that caught my eye
M20 - Increase its MP up to 260 and the M8 mines back at 60 or even 70 but keep the 7 second mine laying time
Jackson - Changes are great and the buffs are good in exchange for the higher cost. Look forward to using it
Scott - Great now that it's consistent instead of a RNG machine and the lower cool down on barrages will make them far more useful and have greater utility.
Pack Howitzer - Again the lower barrage cool down will help with forcing the enemy re-locate often and separating the barrages cool downs is also nice.
Rear Echelon - Finally making them cost what they're worth. Volley Fire buff will keep them from dying like flies but the mine sweeper upgrade should not allow flamer thrower. Got to keep it fair to the Germans.
LT - Good to his Thompson isn't costing 50 MP anymore but I do wonder of this new ability. Maybe a increased accuracy on a single squad or decrease cool down one? Sprinting a squad up to flank is certainly useful though.
Air Dropped Weapons - Should be munitions as this would allow room to save up for Paratroopers and fit nicely with that. Maybe 80 munitions for .50cal and 100 for AT gun?
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USF can easily deal with mediums with Bazookas, Stuarts, ATG and Shermans. They do not need a units that makes German mediums obsolete.
Keep in mind that Stugs/Su-85/Su-76 can be flanked by medium while the M36 has bonus vision and a turret making it allot harder to be flanked.
Designing a M36 that can deal with all vehicles is simply bad design, especially since USF infantry can deal with most axis infantry.
M36 should either be designed as "heavy tank counter" or it should simply swap places with the doctrinal m10.
The main thing is the Jackson still has a long reload time almost as worse as the Firefly which results it not being the optimal counter other medium tanks. Saying a tank destroyer can is a too much of hard counter to all tanks is a little baffling given. I'd agree with toning down the far accuracy slightly against medium tanks if these changes prove to be a bit much but the Jackson is still a paper thin medium tank that can be taken down fast if too reckless with it. |
This would be fine had these factions not been built around this mechanic in one way or another. One can argue that with enough reworking the removal of FRPs would add more tactical depth to the game without limiting it's current features, but before that can happen there needs to be much more discussion and changes made. This whole idea of removing features without major overhauls to the factions you'd be removing them from is so reckless and I guarantee you will result in far more unfavorable outcomes.
While I think FRP removal is a must I do agree with the fact there will be a need to compensate the factions with other alternatives. Saying that I wouldn't agree with giving USF, Brits, and OKW a half track non doctrinal as there should be some differences, strengths, and weaknesses present. |
Why do others believe USF needs to blob to remain effective and must blob more if FRP is removed? Bloody hell USF actually is one of the better factions to soft retreat with Captain On Me! back into ambulance heal. USF can remain effective on the field without FRP as I mostly don't need or require it in 1s or 2s. I mean USF does have two half tracks albeit limited to doctrines but USF doesn't require FRP and I would gladly give away FRP if it meant OKW and Brits had their's removed. FRP have no place in CoH2 as it's just a crutch for bad positioning and lessens the impact of punishing a blob. |
I believe Imperial Dane has some games where I back tech to gain some units once I have stabilized and don't feel pressured rushing my tech. Like ferwiner said armor company can help in case you fall too far behind but if Axis starts rolling out Panthers and such I'd recommended teching to Major for Jackson as M10 don't cut it against heavier armor. Generally going LT into CPT allows me to put pressure on my opponent and getting .50 cals helps reduce bleed if used well. CPT On Me! is a major tool and can help swing most engagements. Sadly pak isn't well worth it imo and the Stuart is decent. |
Great to see those OKW changes. Need to test them out and see how they play now.
Also, could it be possible just to give the Sturmpioneers MP40s since their MP44 are functionally close range smgs. Always could do with more MP40s. |