- BARs: Don't see the need for these to be buffed on rifles. Unsure why this is believed to be needed.
True that it's not as necessary now that G43s on Pfusies consume all weapons slots and 5 men Grens will be less popular. That said, 33% droprate was very high for a squad that has to get close and personal to be effective (drops a BAR around every 3th time a rifle drops to 1 man). We will have to see if dropping them is too rare now.
- Pack Howitzer: This new AoE profile will require testing, but from 1st impression I think this is the wrong way to balance this unit. You've increased the scatter and are now decreasing its lethality marginally. Seems like this will turn it into an even worse RNG cannon. It will still get destroyed by the stuka zu fuss because it's 5 men.
What would be the best way to help the Pack Howitzer avoid rocket arty: improved movement speed? decrew at 2 men? faster desetup time?
- M8 Scott: Oh boy, I hate scotts currently because they're too durable but this is just classic relic right here. This is the 3x nerf, you don't see this unit for the next 2 years type deal. Completely in the wrong direction IMO. The issue is currently the mobility combined with the durability and the damage. So instead of addressing some from each a little bit you went all into damage profile. Range nerf, scatter nerf, AoE nerf, removal of vet 2 scatter bonus to autofire. Now this unit needs barrage help IIRC, but we don't need to tear the unit to oblivion on autofire here. Durability is not enough to get this unit to see usage. It needs to either go to a 2 shot kill, or remove the smoke cannister, and I really suggest not nerfing the range from 60. You could argue 55, but 50 is just death sentence to any sort of competent player. If they can't contest AT guns then they need to be used on lone infantry on flanks, and why would I use that when I can just buy an HE sherman and have far better wipe potential.
The changes are still a bit experimental. Ideally the barrage buffs (more reliable damage at long range, scatter bonus with vet, better starting scatter) should carry the weaker autofire now, but it might get changed again if necessary. It was actually tried to make the Scott 2 shot kill, but it either turned it into a deadlier pack howi or a less effective mortar, the Scott serves its niche as Sniper arty well.
It will also have to been seen if a range reduction was the best way to make it more vulnerable. I don't think removing the smoke would've done much, and making it 2 shots to kill would make it a bit too vulnerable to double AT guns. A smaller range reduction or a speed nerf would be good alternative options if this is too harsh.
- Jackson: Nerf means basically nothing. Off the top of my head, you're bringing the vet 2 no HVAP pen from 286 max range to 264. This will still pen a panther 100% at max range pre vet 2, and a small chance to bounce once it gets its armor at vet 2. Now again the issue with the jackson isn't the pen, well it partially is because the vet + the HVAP is a bit much but the real issue is the jackson cannot be caught. It's simply too fast with no blatant weakness and you're basically relying on the maps to catch the jackson off guard. If the jackson has its mobility limited by the map then it's less of an issue, without the correction from the map, it isn't contestable by armor.
It's true it's hard to catch, but that's kind of necessary with stock USF's lack of impactful mines (aside from the M20), lack of meaty tanks and muni consuming AT guns that require a teching decision. Mobility and range are the only reliable ways for Jacksons with a stock roster to defend themselves.
This is also the third in a series of soft nerfs to the Jackson (+5 fuel, less armor vs P4 and now slightly less pen vs heavies), now also consider the Panther gets an accuracy boost, all together they do lower the effectiveness of the Jackson slighlty.
- Calliope: Like the jackson, this nerf means nothing. It doesn't matter if it takes an additional 10 seconds to recharge if you're guaranteed a wipe everytime it is. This unit does not need 400HP and 160 frontal armor. Reduce the cost for all I care, but it needs to be killable. And that says nothing about its lethality from dumping rockets at min range.
It's a consistency change to bring it in-line with the rocket arty recharge reduction for other factions' their rocket arty. Most commander stuff won't have their performance touched for now.