While I agree with smith on the stats and how the jackson appears to function in a vaccum, I think that some of the issue that will arise from the jackson will be the inability for the axis to react to the threat. USF has mobile, accurate, powerful infantry that with the right equipment can force the axis from a defensive position without a proper response.
Essentially, OKW lacks an AI medium to deal with advancing USF blobs. Smoke spam is near uncounterable, see Luvnest vs HelpingHans in GCS IIRC. And ostheer has no tank with 60 range to contest the jackson at max range, and is forced to move into infantry range to contest the destroyer or make large dives.
All factions have faction flaws in their design, this is some of them for OKW, Ostheer and USF. |
this is why i think the 60 range is a problem, it will be able to fire at tanks with a good chance of hitting while tanks like the panther WONT BE ABLE TO EVEN FIRE BACK, so you have to close in with its shtty accuracy penatlies which is no longer worth the risk because of jacksons health buff. If jackson is keeping its health buff the 60 range needs to go down.All that for 135 fuel.....cmon dude
I think this could be an issue in teamgames where your allies can support you with vision/flares etc. In 1v1 at least USF has difficulty getting vision. They require the m20, rifleman flares from rifle company or pathfinders. They have major recon but it's a pretty quick pass and you'll only beable to get off 1 jackson shot, maybe 2. Even then if it's at max range the pen is just above 50%.
But how is this different from FFs or SU85s? SU85s can even spot for themselves and have higher max range pen than the jackson in the FBP v1.1 update. Yes other stats like less mobility, turretless tanks, slower turret rotation. This has always been an issue for ostheer though as they don't have a 60 range tank. |
Gotta love my friend lol |
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.
Pershing?
PZ4 is 10 MP and 15 fuel more expensive, but it has better veterancy due to it's skirts, Radio net is pretty decent ability when stacked. 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. USF team weapons are fairly competant. Howitzer is good, m81 is decent, m1 57mm is decent with sabot, and the 50 cal is great. We're talking about it comparing to a pz4, so that's good it bounces those shells. If it was bouncing panther shells we'd have a problem.
That Smoke has a delay and has to be aimed, it isn't a Ninja Escape Smoke, it's better for supporting assaults.
it's a skill placement. that can be both a benefit and detrimental. |
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.
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. |
Penetration vs Armor value has them evenly matched, as it should be, because USF doesn't have anything better than the Sherman without Commanders.
USF only unit that can spot, without doctrines, is the M20.
Such a unit doesn't fit the USF Agressive playstyle, is why the M10 is usually superior in 1vs1, which you should know if you played it... Unless this is the playercard of your smurf account.
Just because I only play USF doesn't mean my input should be disregarded!
DansGame sherman > p4 by a ton. |
Sooooo the only advantage JT had over elephant is 8 more range? Hmm k
Don't forget that amazing vet 5 |
Buff P4 please |
"• 40 second delay after the FRP is triggered or turned off before the changes take effect."
The issue here is if someone dives your FRP and you cancel it to change the retreat to your base. Say a KV-8 gets onto your FRP, now you can't retreat to your HQ, you just walk back while being barbecued. Other than that no complaints. |
Timing glide shots is more of a honed skill. Maybe you're 0.5-1 second early but that accuracy debuff goes away. And as long as you retain most of your momentum you're generally ok. Obviously glide shots are more impactful on higher penalty factions. Ex: Both EFA, OKW - Panther, Comet and cromwell - UKF. However I do think the idea of adding this feature to the rumored coh3 would be good. As it would increase the skill ceiling and be more noob friendly. Plus currently many of the lower skilled players or less informed don't know how the mechanics of the game like glide shots work. Being able to see reload timer would help them to be more aware of such things. |