im so confused. I thought they would at least start with the most pressing issues and the most OP units so those changes can be tested the most, yet they target insignificant issues like faust on falls which don't really need testing.
guarantee they will give the jackson the 15 armour nerf and consider it balanced. Give IR 251, the ability to fire flares for a cost, this unit is a complete joke. |
Now, to get this out of the way, I'd sooner KEEP the snare and nerf them otherwise. I have always been alone on that boat but I'm going to proceed with this question anyways:
Why would removing their snare REQUIRE something else in exchange? They are OP because of a series of buffs. Why does creating a weakness (which they currently lack, thus making them OP) require some sort of counter buff? Is camo, first strike and good at all ranges not good enough? What if they also fucked shit up on the move? How about a bundled nade? How about poison smoke to negate CQB squads and allow them to recloak for that ambush bonus again? Why do they NEED something given back if something is removed to BALANCE them?
I would just revert their DPS changes and tie them behind late vet and keep their ambush bonus rework exactly where it is. They can earn being fuck everything everywhere at every range, but until then they need to be used as ambush troops. Keeps em unique (even though "use in a specific way and not just attack head on regardless of terrain" isn't really OKW's style it was always nice that falls were outside the norm.
r u serious man? they don't have a weakness? they are 4 man for gods sake, out of all elite squads they are one of the quickest to wipe. just because they have a snare, u guys make it out they can counter tanks lol. they still get wrecked by LV's, tanks and other elite squads too depending on the engagement
|
You forgot the extra range it gets. But I agree completely. It is so frustrating when people claim the USF AT gun is somehow bad when it is clearly the best in the anti-tank department. Guess none of them had their tanks sniped at 65 range (or whatever take aim gives, maybe even 70?) by a combination of HVAP shells and Take Aim self spotting before.
How many times do people need to point out that the USF ATG is absolutely insane when feeding it some muni. And feeding it some muni really is not a big deal considering it is currently the chepeast AT-gun in COH2. (other than soviet mini at gun)
ther is often a bit of misconception about USF AT gun back in the day. Back when jackson sucked, USF still could counter axis tanks with ther AT guns, but the problem was AT guns and bazookas was all they reliably had, so all u had to as axis was to invest in rocket arty and counter the only source of USF AT. Since, then u now have a clearly OP Jackson with other powerful AT support (which ppl refuse to accept) + many axis tanks have had ther armour reduced like the panther and KT.
Jackson should still maintain a HIGH pen, but other aspects need looking at and its about god damn time USF be made to rely more on combined arms like every other faction. |
lol, the jackson needs a WAY bigger nerf then a teeny bit armour nerf. |
Falls having snares isn't a balance issue, but more of a design issue which is why its not that big of a deal so ofc certain ppl still bitch about it. but if its still an issue, just replace it with a unique kind of mine |
It's not used every game for (probably) one of two reasons:
1. It only provides indirect utility. It's not buffing your DPS, it's not suppressing enemy units, it's not really doing anything directly at all. What it does give you is information which you can then use to make other units more effective. Unfortunately, this type of 'indirect utility' means that few people end up using, despite it being incredibly powerful. It's similar to how the OST Mortar's counter-barrage toggle is rarely used, despite it giving a noticeable range bonus, making it an excellent counter to a ton of different units.
2. As WingZero said, it's map dependent. On smaller maps (i.e. 1v1), it's not as useful, since your normal unit's LOS will let you see a lot of the map anyway. There just isn't a need for shot-blocker ignoring LOS on these types of maps. It only really becomes incredibly powerful on larger, LOS-blocker filled maps.
Additionally, it's important to note that the unit has a few large bugs associated with it that have been present (iirc) since release. At this point, they might be considered "features", but I'm unsure as to their status with the new 'gameplay guidelines'.
isn't that exactly the whole damn point of getting this unit? if it couldn't do that the unit would be useless which seems like what most of u want. just admit it, stop being sly, beating round the bush and say u want this unit deleted or nerfed to uselessness |
It's banned from tournament play completely.
and why is that? because of the bug duh |
How is permanent, 0-input-required maphacks "situational"? Especially in teamgames, it's a no-brainer. It's so cheap it hardly even affects your build order and the benefits it gives are stupidly powerful at any decent level of play.
if that's the case why isn't it used every game? doesn't matter about high level play or low level play, if a unit is OP any player at any skill level would abuse it. its not like other area reveal units, cant be used anywhere on the map without risking itself, doesn't completely reveal so it cant be used together with call in arty, and i said situational because of its limitations, + taking of pop cap space while having no combat effectiveness. Many people would rather have an extra infantry squad or have that bit extra space to pull out a tank, To say its a no-brainer is simply untrue. So please stop exaggerating.
The issue with the unit is cheese and the bug that can occur which can be game breaking if it occurs, i myself have said this unit needs to be redesigned and not what people like you want, which is anything you dislike on axis side is to be nerfed out of the fkin game.
|
That's extremely strange then, especially considering your rank and the (seemingly) current preference for OKW over OST. I will admit, it's not so popular that every player builds one in every game, but there's usually at least one in a 4v4 game, from my experience (top ~150 4v4 random teams).
so you know urself the unit a barely used, yet u want to nerf it more so its never used again?
srsly for me personally its usefulness is situational and in most cases i would rather want my pop cap being used elsewhere. The unit isn't OP, its just cheesy and im all in for removing cheese as long as changes are reasonable and OKW has maintained some sort of recon. |
There's nothing to cover-up, you're just making up a conspiracy
do you think SOV and USF are over performing right now?
Regards to OP's thread, i dont believe Sander is bias, hes just trying his best to balance the game however, ther are certain members in that team who shall not be named i have my suspensions of being allied bias. But remember Christmas just finished, they are most likely very busy and when they do have time lets see how they address the current issues. |