Please define "good at all ranges" because if you mean it increases dps at all ranges, that's true for all weapon upgrades bar pssh and thomsons. The only advantage that the STG is that you get two for one.
For the record there is 0 practical dps increase at far ranges for the STG, where DPS is the most important.
Volks already beat Riflemen at long range assuming equal cover, they still still do so with STGs, Riflemen with more investment and max vet do beat Volks. But for a long period of time the Volks can hold their own and punch way above their weight cost wise, come lategame OKW will have Tanks which USF struggles to deal with unless they have a fuel lead, which is hard to do with OKW meta wiping USF of the map in the early game. Early game where USF is supposed to be strong, it just happens OKW is stronger and has better lategame, that's the problem with the OKW vs USF matchup, it's just as lot of things bundled up into one big sack of bullshit. |
That no allied player will ever pick, as they are actually subpar, and amount to a bar/bren like dps increase only if 2 of th would be picked, which means 2 slots for a 60 muni worth upgrade, when they would rather get double bar, equivalent of 4 stg..
What about Soviet Infantry that usually have slots to spare?
You trade potential of double upgrade that requires more cost for a safe upgrade that is good at all ranges and can never be lost unless the entire squad is wiped out.
Assymetrical Balance. |
While we are nerfing the deadliness of Volks at higher Vets, perhaps we could look into their missing slots? They cannot pickup anything once they get their STGs. Unlike all other mainline infantry in the game.
Trouble is, they are absolutely worthless without the upgrade, so as it is its essentially "OKW mainline cant pickup dropped weapons, all others can", which is rather unfair.
They also can never drop and lose their STGs. |
its just a 3-5% reduced reload at max vet compared to the old one but 1 you get it earlier and 2 you can actually survive till vet 3 and hey even buffed the ap round attack speed (or rather they fixed it) but still has 200 damage
i personally like all faction ( but fuck brits i just can't play sim city at least at launch they were op, but they played like a coh faction)so a buff to the usf is welcome but i fear this is gonna be a kick in the ball if not well managed , i mean if usf become 2 strong they are gonna either 1 nerf it to oblivion or 2 all play usf and game last 10 min (if you can find 1 at all)
5% reduced reload?
Shell Rush will fix it!
|
Do the new M7 mines trigger engine crit if it's below HP threshhold like fausts? Or is it always just a temporary disable?
If they are the same mines USF used to have doctrinally, if you stack 3 of them you get a regular mine effect, but it's just engine damage.
They got removed before for a reason and now they are back. |
well now is much easier to reach vet 3 so instead of simply gutting it they made it 2% worse but you get it early too ...... they just straight up buffed usf but im happy either way i play all faction but if in the next tournament okw and ost never win and all pick usf i think the mod team will lose all credibility
The Jackson gets 20% Reload too in Vet2, it used to get 50% reload at max vet and now it only gets 35%, I still think it's an improvement or around the same. |
did they say buffing its reload speed too? no
It's to justify the increased cost, also they nerfed it's veterancy. |
I'm of the unpopular part of the USF crowd that wishes the mortar was never added. Doing so led to Rifle nerfs, while the Pack that should have that role remains a piece of crap, with it's ridiculous cost, high popcap, and inferior abilities.
It's issue is the range, once it can fire smoke from 80 range, it will be good again. |
jackson is garbage.
Its not stand alone TD as all other faction TD.
It was always glass cannon you could use as Hit and Run (Hit Hard) . But in the patch you cant do it anymore. It has lower DPS now (so you can't really use hit and run) and +160 doesnt allow it to fight directly . Due to slow Rate of Fire.
I tested all patch version - Jackson loses to rushing p4 in any patch (1.0-1.4)
dealing with tanks are complex problem compare to others faction due to very slow snare and lack of mines.
They decreased the Jackson reload time in 1.4, while keeping all the buffs and old things, just with increased cost and reduced damage, I think it's far better off. |
i just noticed now not only did jackson get a reload buff but also its moving accuracy was changed back to 0.75 lel. "Moving accuracy changes reverted for main gun and HVAP". i like how he tried to be as prestige as possible thinking no 1 would notice hahaha
No one would notice?
The mods explicitly told me they were gonna either revert the cost increase or undo the nerfs if the Jackson would remain at 160 damage and 200 with HVAP. |