Swap the scott with sherman 105. Make 105 a bumbar clone, neft/remove sherman HE, reduce cost by 5 fuels.
I'd rather steer clear of any sort of "cloning". We have enough cookie-cutting BS with the "...more in line with". As much as I hate repeating it: This is an asymmetrical game.
There's simply too much overlap in USF's roster for any meaningful/healthy swaps. Making the Calliope stock would likely mean a doctrinal Scott is never used/needed again. Making it like a (doctrinal) mini Brummbar would heavily overlap with the 105mm Sherman. An armored and highly mobile medium barrage vehicle (i.e. a Pak Howitzer on tracks) is actually the most unique role I could think of. This way, USF has a stock indirect fire option for all stages of the game.
You convinced me. I agree. When you put it like that, you are 100% right. Well, godspeed if you manage to fine tune it. I hope the end product is great.
Still the question stands: What is the opinion on Pershing amongst the people responsible for the balance?
It has always been a problem. Difference between 1v1 and 3v3+. 2v2 is probably the best mode to balance around.
USF is barely picked in teamgames as it is. I don't play COH2 as often as I'd like these days but I don't remember seeing a USF partner (I only play 3v3) in a long time.
While pak is strong, it only needs an accuracy nerf in autofire (Since that is the thing whereaboos mostly screech about), be it through scatter or w/e.
Scott should be reworked into an autofiring unit and not a barrage one (Pak barrage stronger, scott autofire). That won't happen since whereaboos will screech that the autofire on scott is too strong (as they do now). It is strong, no doubt about it, but only in 1v1s where alpha strikes are less seen. 1v1 is all about the steady continuous bleed with some alpha probes. 3v3+ is all about population so alpha strikes are a must.
Much more target rich mode (100 enemies in 1v1, up to 400 in one area in 3v3+). And since maps on 4v4 are not much bigger, the population density is much higher. Hence the feeling of "blobbing" and "Stuka OP". It's not OP, it's just situational.
I wouldn't get your hopes up about balancing teamgames as well. Certainly no dual patches (1v1 and 2v2+).
In the USF arsenal the Pershing is nonexistent. It can be utilized well in 2v2 but in larger modes with it's low armour and no abilities (the piercing shot is useless 99% of time), Nah.
Hence the calliope commanders are picked. (not to mention the expensive 50 munitions for offmap smoke in Heavy Cav).
The patch itself is good but the nerfs on the USF are a bit too overbearing compared to the buffs. Again, I only play USF in competitive and OKW in non-competitive. I will only comment about the USF.
EDIT: Of course, I'm all about asymmetric balance. The game, while being quite well balanced these days, is quite stale and repetitious. In 90% of games I can easily guess what the enemy will build and in what order. Seldom do these orders change, even in 3v3 (you'd guess since you have a partner to plug the holes that people will experiment, but no).
Axis: MG42s on chokepoints and/or key buildings. Eg: 1 MG42 with 1 pio and grens can completely lock out the beach VP side on Across The Rheine. 90% of time I win the beachhead but if I lose I just reposition to mid VP and wait for the pak howi + AAHT (I never go for the mortar, waste of pop cap later on). Every single game. It's exactly like that. OST tries to place MG42s behind the sandbags or wrecks and you try to flank. Same with other 3v3 maps. Exactly the same scenario on different surroundings. Same with sturmpios + kubel or volks spam.
That's why you often see captain in teamgames and lieutenant in 1v1s. You want to close the game with superior early game on USF. Captain into AAHT for suppression. Pak howi for dislodging and covering and then a fast sherman for closing the game (of course, if your allies are not losing their sides hard). Late game is all about the Jackson since nothing else can touch Panthers, let alone supported heavy TDs.
USF should receive a larger rework, rather than just some small changes to certain units that do not need changes for teamgames. Will it ever happen? No. Why? Because 1v1s are played in tournaments. Relic would have to see how many players play 1v1s compared to 2v2+. See how many people watch COH2 tournaments and then decide whether the teamgames or the 1v1s are keeping the game alive.
For a 7year old game, 9k+ on average is a great number on Steam. Especially for a poorly optimized game. I'd wager that teamgames are much more popular.
USF pop exploit fix is pure genius. WC51 change should put an end to overuse of this doc. I salute you balance team o7
Does anyone even use the pop exploit? It's super micro intensive when reinforcing, etc. Not to mention that your tanks are exposed if you're not "exploiting" in the base. I mean, it's a good change but I've never ever seen one player do it in teamgames, nor 1v1s.
Give a hint. doctrinal 76mm m4 with rubbish AOE does not represent 'allied mediums' well.
And it's 1v1 which is the minority of players. Mostly those that play for money or just love COH2 more than their own mother.
But even though his comparison is completely off and just plain dumb, he is right. Ally armour is good, especially in the utility section while axis has more of an escape or dive (blitz, smoke canisters, etc)
Allow me to shed some light on why the panther may be receiving some kind of accuracy buff.
And I've had panthers not miss my Stuart 3 times in a row, moving on long and close to long range.
If you want the Panther not to miss then buff the accuracy to 100% and such RNG won't happen.
Again call it what ever you want, it does not make any difference. Panther is still a vehicles designed to counter enemy vehicles.
Are you trying to say it doesn't counter vehicles? If so, than I just surrender everything and will avoid these threads for the foreseeable future. Please say that the Panther is not a counter to enemy vehicles.
Okay, I must have confused it with an old thread where someone lobbied hard to get the Heavy Crush removed and thought that got through. My bad. Doesn't change the validity of my points earlier, the stats I checked off serealia today. GL using Panthers on most 3v3/4v4 maps that aren't heavy urban unless you like feeding TDs vet.
Panthers are quite good on all 3v3 and 4v4 maps. Literally all. Don't know how you play your Coh but from what I've seen and have played against, Panther are used quite effectively at flanking and when they reach critical mass, you just crush everything by going around on the flanks. Nothing will be able to stop it. TDs can't really self spot so that the Panther feeds them vet. Of course, if you only go head on, it's not really a balance issue.
Panther's armor is good against mediums but okay at best against Allied TD and gets bad once they vet up (in your comparison: Comet has 30 more armor despite facing vehicles with generally lower pen). ROF of the Panther is also middlish.
I did not suggest a "make it impossible for the Panther to miss on the move" change. I think a change from 0.5 to 0.6 or so would not be that bad overall. And it also would not roll back the previous buff to mediums as much.
And it dominates all of the mediums. From t34 to the Comet and is countered by allied TDs at which point axis can no longer have leeway with the Panther. Literally how it should be. A good player will always take advantage of the Panther, no matter what it goes against. Against USF it will always bleed munitions on Jackson and AT gun. Vs Soviets it will dominate if the map allows it as SU85 is quite bad at tracking with limited cannon rotation. Vs UKF Panther can take advantage of it's speed to outmaneuver the Firefly (Hence I don't think that Firefly should have gotten that buff, it was good enough as it is, let the panther be faster than it's main gun).
Comet facing vehicles with lower penetration is a valid point, but JP4 and Stug are more than enough to scare it away. The fact that the Panther can survive 2 snares plays into the fact that it has to stop to shoot. This buff was not warranted but couldn't care less at the end of the day. I know how to deal with it. With 50 range, you have ample time to stop and fire, with the survivability on it. Jackson has 60 range but is easily penetrated by everything. Firefly has poor agility and ROF but high dmg/pen. SU85 has no turret but has narrow self spotting. Hence Panther has great everything except moving accuracy. So that it can take advantage of those weaknesses.
And in the end, it's combined arms that win the game. How can you say it's armour is okay at best vs TDs.... what are TDs supposed to do other than kill tanks?
You want it's armour to be great vs everything but the elefant or something?
Saying "Panther's armor is good against mediums but okay at best against Allied TD and gets bad once they vet up" is an argument in my favour. That's literally how it's supposed to be.