Adjusting costs and timing.
You’re right. An M10 would absolutely wreck a 222 or Panzer II, and it should. But it would be possible to adjust the cost of the M10 in order to make it come late enough that light vehicles would still have a window of opportunity.
Basically I think the M10 and Jackson should function similar to how the SU-76 and SU-85 interact. One is a light/medium counter that is available earlier, but can’t effectively fight late game heavy tanks, and the other is a late game heavy tank destroyer that has the power and range to tackle Heavy tanks, but is more expensive and has a lower rate of fire that keeps it from being superior in every way. This should promote a mix of units if done well.
I understand that it requires a significant change to US teching and if done poorly it could result in how SU-76s used to be.
I think that might actually be a good idea if the M10 is properly adjusted but then there’s still the glaring issue of a large disparity between lt and captain as the lt wouldn’t have access to the M10 and would then only be able to use Shermans and Jacksons while the captain would have the fuller roster. IMO usf teaching should just be completely reworked to be linear. Usf was supposed to be a versatile faction in the first place, and it usually can’t even use all its units. |
I actually don’t think it’d be that OP per se (though I could see it leading to some mad ostruppen blobbing), but at the same time, ost already has what you’re looking for. Pgrens are nondoctrinal cqc units that do a great job defending against other cqcs and at flanking mgs and stuff, and on the doctrinal side you have assault grens and stormtroopers doing more or less the same thing. G43 grens are also an honorable mention for good cqc dps. |
before changes jackson would lose a 1 vs 1 vs p4 (at 45 range) thanks to faster realod and hp but would deal with it well at range now it does both and has no real counter strategy other than cath it off guard (faster than PG and at guns), u can compare it to the jp4: one only counter medium armor can be flanked has limited vision and is slow so a sole t 34 can kill it alone, not the same can be said for the jackson
There’s this really cool thing called the panzerfaust. There’s another really cool thing called a mine. A lot of people seem to forget that sometimes it takes more than one unit to counter another unit. If the panther with much more armor and blitzkrieg is killable then so is the jackson.
Obviously there would be many stat changes to the M10 as well as teching price and building price adjustments. No shit just adding it to Captain tech would be OP.
Right now the M10 is more or less pointless being a doctrinal TD, tied to Major tech that is worse in pretty much every way compared to the Jackson.
A rework to make the M10 counter light vehicles and medium tanks while being tied to a lower tech (or multiple lower techs, such as building it from the Captain building but only once you’ve also bought the Lieutenant.)
This would allow the Jackson to become a TD that counters heavy tanks (high penetration and damage but a low rate of fire and long range) while the M10 has higher health, shorter range, less penetration but a higher rate of fire and better speed to allow it to out DPS a medium tank but not penetrate a heavy well enough to reliably counter it. Thus, Jackson doesn’t need to counter everything and Jackson and M10 can be counters with vehicle play if you pick the right type, without crippling US lategame.
How would you propose making it effective against mediums without completely destroying vehicles like the 222 and luchs though? Because if it’s able to do anything against mediums it would completely trash a poor 222 that it would hit the field like 1 minute after.
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It does seem like decreasing the cost of brens was a bit of a ninja buff. |
Proposal: 2 model recon squad something like pathfinder. vet 1 allows for a snipe ability like the the AA campagn but maybe a small amount of suppression. main role is recon type abilities. Flares, maybe a scout option (lock down when in Camo, provides improved Los and deception of camod units on the mini map) can build the blind from Soviet campagn.
Not a traditional sniper, but still unique and fills a unique role. Acts as a force multiplier and still synergies well with the Soviet roster from the maxim to artillery. Double sniper won't be forcing retreats on OST squads but will be punishing if left unchecked.
I really wish that was a base unit for usf. It just sounds like it’d fit the faction so well and finally provide a more reliable option to counter ost snipers. |
Cons and at boys op? |
more range, faster, better accuracy, 100% pen chance while the p4 can bounce frontal armor, try 1 vs 1 p4 vs jackson see how it ends
Oh wow the more expensive one that is designed to kill tanks and only tanks won. I wonder why.
I'd say the Jackson isn't so much over-performing as the Sherman is barely relevant. I think the only times I've used it effectively are in matches where I'm just trolling my opponent and writing messages in barbed wire to pass the time as VPs tick down...
The CoH2 Sherman is like the CoH1 Croc anymore.
The sherman is just not a viable option anymore. I think it’s an ok tank with very good anti inf performance, passable at performance and useful smoke, but it almost seems like a waste to make them since they just get bullied by almost anything that can damage it by the time you get access to it. Sherman armor is also pretty weak when compared to what it has to go up against in terms of axis penetration power. What I mean is that even though it has armor values similar to the ost p4 without skirts (IIRC) the panzershreck and pak have higher penetration values than the zook and m1 57mm and will penetrate very reliably, where the latter two have a decent chance to bounce on mediums occasionally (enough to make a difference).
This will be very op. M10 is already very cheap, and fielding it very early will heavily counter all Axis vehicles that will be out at that time. Unless you also mean that they will adjust the price, since players will only need 150 fuel total to field one (60 for Captain and 90 for the tank itself). And we all know that as USF, you can skip Lieutenant, and go straight for Captain.
Yeah if m10 was in captain you’d either have to neuter it to hell or it’d just be hilariously op. New meta would be captain and a rushed m10 followed by another 1-3 m10s with paras or rangers and ending the game at like 12 minutes before they even have mediums, and all axis lights would be basically hardcountered. |
Guys this has nothing to do with the stug. I even said that the stug nerf was warranted because it was way too good.
Do you guys think Jackson is in a good spot right now? USF is one of my favorite factions and I still think it is a little too effective, especially since you can decrew them when they are not being used.
I do simply because usf has no other non doctrinal tank to tank alternatives that perform on a similar level. They are the only heavy tank counter usf has atm period. I also don’t buy the argument that it overperforms against mediums as it is a designated tank destroyer (not that you made such an argument, I’m just saying it to put it out there).
It also does literally absolutely nothing against infantry. No hull mgs or coaxials or anything (except crushing I guess?). |
Remember the few dark days when we had Shermans firing at like 500 rpm out of their main guns because of that heavy cav combined arms bug? Cuz I do... |
Move the flame grenade to the Sturm pios and give volks a regular model 24 stick grenade. The end result would be bills that still have a way to fight cover, but isn’t as potent as a flame grenade and OKW now has one dedicated flame unit like the other faction.
End result: OKW has a single flame weapon unit tied to their engineer unit like the other faction and they have a grenade on their mainline infantry like the other factions. This makes OKW early game slightly weaker to counter by cover and buildings, which encourages positional play, without changing unit stats, timings or scaling.
It would also retain factional differences in the how a flame weapon is implemented, but standardize that engineer units are the dedicated flame weapon users and building clearing infantry. Other counters to static play still apply.
Yes please. |