wow calm your tits dude, if u srsly think the jackosn is fine at 135 fuel.......lol please since the jadpanzer cost more should it also get the jacksons speed, turret, damage, access to HVP shell etc no.
FYI I HAVE BEEN PLAYING THE MOD.
Now when it comes to jackons, first it needs a cost increase. OR it needs to be effective counter to heavies but venerable to mediums. e.g. since ostheer is the "gold standard" the stug nerfs is to make sure its good at countering mediums whilst you get the panther to counter heavies. The jackson however, counters all tanks at EASE. even though USF has access to bazookas and ATG's which are effective vs mediums already.
This is why i proposed a range decrease so axis medium tanks can fight more effectively vs jacksons. Any small nerfs to the precious USF and people lose ther sh*t
But that's because the Jackson is all the USF has in armor department to counter Tanks, not counting Commanders, it's just asymetrical balance bro~ |
I think the reason a decent health, high mobility, high range, and high penentration tank, with a turret seems so taboo for ostheer players in particular is due solely to the fact that it's extremely hard to counter. Ostheer has no vehicles with 60 range so they must either close in with infantry to provide sight for a stug or pak but they simply can't do that unless they can manage to force off all their infantry with AT nades, bazookas etc which is difficult with squishy 4 man squads. And if they do manage this, the Jackson can so easily back up and continue to kite ostheer forever with its high mobility. The Stug would be an ideal counter to the Jackson if it could get sight but it has only 35 and a fixed gun.
This means ostheer is forced to dive one of their vehicles (p4 or panther) to hunt down a longer range tank destroyer through the fog of war with no infantry support or sight while on the move with accuracy penalty. Before it was possible to kill a Jackson if the USF player made a mistake but now that it can soak an additional shot makes things that more hopeless for ostheer against a USF player that doesn't charge his tanks in.
The whole ostheer faction is designed around being defensive until tanks hit the field and all the allied factions have a tank destroyer that can out range them. The new Jackson can do that better that SU or Brits with higher mobility, more robust infantry and a more aggressive play style.
Where I agree with the mod team is that it needed a health buff buff but only against OKW.
My suggestion
"To push the M36 into the role of heavy tank hunter, we have increased the unit’s health and accuracy to better allow the unit to be more aggressive when assaulting hostile tanks, but have slightly reduced the range and increased the cost to compensate.
• Health from 480 to 600
• Accuracy from 0.06/0.045/0.03 to 0.06/0.05/0.04
• Fixed an issue where HVAP Rounds were unresponsive when switching targets
• Range from 60 to 55
• Cost from 350/125 to 400/145"
Those were good changes.
The new Jackson misses half the time at max range, standing still vs a moving target, and lacks the penetration to reliabily damage Big Cats, it has to close in now to do it's job so it will expose itself in order to hunt down armor.
It might make USF playable in the late game and that is good, no faction should lose instantly all momentum because the enemy got tanks and they failed to triple cap during the early game, US deserves a decent AT plataform that suits their agressive playstyle. |
Isn't that the point? Giving USF some Anchor for the lategame, as you are likely forced to go Artillery to be useful in teamgames as the Pershing can't maneuver and the Jackson is vaporized the second it leaves it's max firing range, they needed this to be playable in larger game modes than 2vs2 where they agression can sometimes be a boon but I believe they pale compared to Soviets going Lend Lease and Brits still with all their nerfs have much better lategame and Commanders. |
If it's out of range of the Panther, those odds are still pretty good. I think that's his point.
But you're getting heated about this I can see so I'll just leave it at that.
Only if you lock it's turret facing forward.
He gets heated because the people who make these complains never play the Balance mod, they just complain about Allies being buffed and Axi getting nerfed, you'd lose your temper too after awhile. |
To sum up what you have changed about the Jackson:
You have increased it's accuracy despite not wanting to create a medium tank killer.
You have lowered it's penetration despite the USF lack of AT against heavy vehicles.
You have increased it's health to 600. A value that does not follow the HP consistency of 80hp steps.
You have increased it's price to justify the better performance.
Is it so hard to set the Jackson's health to 640hp and just leave everything else untouched?
I'd also like to point out the absurdity of buffing the Tiger speed. It's a HEAVY TANK - but on Vet3 with Blitzkrieg it becomes the Sugar Plum Fairy dancing to a fastened version of the Hungarian Dance No.5.
Don't worry pal, I did the math already and at close range the new Jackson can penetrate a Tiger's frontal armor reliabily, with HVAP And General Jackson bulletin even a KT will be easy to penetrate, don't even need Vet3 anymore to stop being so damn bouncy.
It's a change and a buff, now you will rush Axis tanks with your M36s and it will actually work, it's gonna be fun. |
It's also has much less accuracy at long-range and even worse penetration when firing at range 60. It needs to close to be effective against heavier vehicles and can't snipe mediums as easily.
Personally, I feel this design choice suits USF much better, USF got Bazookas blobs and ATGs to handle lights and mediums. |
If it comes down to RNG then the sherman is the clear winner in which is the better tank. It costs less, better AP and HE shells, non doctrinal smoke, crew repair, super glue, not to mention the bonus manpower gain from lower popcap + ability to cap while repairing. In addition has a significant advantage in accuracy debuff moving penalty. The p4 costs more and has more armor, that's it. Supporting your armor isn't determined by the tank but the player and faction.
There is plenty of ways to see where your opponets armor is in fog including engine noises, terrain being crushed and strategical thinking. Being caught out with HE loaded puts you at a disadvantage yes, but again you have smoke.
Sherman has more utily as it's the USF lategame, they don't have a tier above to access anything more powerful than that, the changes to veterancy make the Crew get Superglue and their increased repair speed a lot slower too.
PZ4 is 10 MP and 15 fuel more expensive, but it has better veterancy due to it's skirts, they remain evenly matched all things considered as Wehr has better tools to support their PZ4 outside of repairs, which the Sherman needs because it doesn't bounce anything ever... Besides a PZ4 shot.
That Smoke has a delay and has to be aimed, it isn't a Ninja Escape Smoke, it's better for supporting assaults. |
DansGame sherman > p4 by a ton.
I like the Sherman more but in my experience it comes down to RNG, or who supports their tank better, getting caught when using HE rounds can give the PZ4 an advantage. |
Can i ask what did they change at the Mechanized Company?
Nothing, but a stronger Jackson makes Withdraw and Refit a much more appealing option. |
Yeah you are right about that i just got a little bit exhited abotu the USF jackson buff cuz i only play heavy calvary i got all USF commanders but heavy cav i use them perfecty
I'm really excited to play Mechanized if these changes go live, where sending back Lights to tech up will be good, because the Jakcson will not be able to carry. |