It's got nothing to do with bias or the quality of testing. The 75 second Luchs went live because it didn't get tested at all. The same thing happened with SBP: the final iteration of the patch got pushed straight to live without the balance testing team ever seeing it.
I think there's a big difference between 1v1/2v2 and 3v3/4v4 here. I don't think the Jackson overperforms in the first type of games because engagements are typically all over the place. In teamgames however, with most maps having corridor fights, the Jackson can just bully Axis armor at max range and then retreat behind a wall of AT guns when the enemy tanks counter attack. It's a bit too good at kiting because of its extreme mobility combined with huge range and accuracy/penetration and even an HP pool large enough to take some hits.
Can't the StuG and JPIV do the same in that situation?
lel...popcap ...as USF...never played this faction right?? you can hops out of the jackson..and wuppie..you can build an other ... LEL...popcap as USF...
Unless you plan on decrewing your entire vehicle fleet whenever you want to reinforce your infantry you're not going to go very far over your popcap as USF.
The Jackson does not need to be nerfed so much that it can be countered, but it could be toned down a little so it loses its complete dominance over any Axis tanks. It just has too many good things that make it a bit too (cost) effective. I'm on board with a slight nerf (or reversing the buff) to its mobility for example.
I'm not sure it is dominant. It's not a glass cannon like the Firefly any more but it still doesn't want to take head on slugging matches with JPIVs or Panthers.
When balancing factions against each other you've got to look at them holistically.
USF for example has 280 MP infantry that lose to 240 and 250 MP infantry at range. However, they also have very cheap teching: if you factor in the cost of the squad T1 and T2 technically give you 100 MP.
The Jackson is a very effective tank destroyer but it's the only nondoctrinal AT vehicle USF has. Every other faction has at least two, OKW has three.
You can have a vehicle that counters the SU-76 if the SU-85 can deal with it. Tank Destroyers can counter the Panther without breaking the game because the JP4 or a pair of StuGs can be rolled out as a hard AT response.
If a vehicle counters the Jackson it counters USF's whole vehicular lineup.
The Jackson received a popcap nerf so Jackson spam is less of an issue now: any player that heavily invests in Jacksons is going to have a fairly small army outside of them.
As for its strong performance against tanks in a slugging match, that's what it's for. If StuGs could counter Jacksons then they'd counter the entire USF vehicle fleet.
Plus did everyone listen to them on luch build timing? Give it a 80 second build time they said, it comes too fast they said.
That's simply untrue. The feedback was only that the pre-DBP Luchs timing was too fast. No numbers involved.
A 75 second build time was put into DBP and then pushed to live with no testing. The problem here is Relic's strange aversion to testing the final iteration of their balance patches.
If a popcap exists it might as well be a meaningful restraint. Before the popcap values seemed a little arbitrary. Now they're tuned so that units that lose value in the late game (like light vehicles) are very efficient with popcap and units that used to be spammed in the late game (like tank destroyers) will severely limit your army size if you build too many.
Starting manpower is part of the asymmetrical start: starting manpower and available units determines the early game options a faction has: cut their starting manpower and they'll get their initial squads out more slowly.
Starting fuel is for tuning timings: add +10 starting fuel to a faction and they'll get their first vehicle out sooner. If you simply made that unit cheaper you'd also make it more spammable.