I believe that the main reason that Pershing has a clipped range at 45 is because the doctrine comes with the Combined Arms ability:
A 50 + 5 range Pershing might have been a bit OP. Thus, they might have resolved to clipping the range down to 45 + 5 range. (with the sight bonus, the Pershing gains a sight range of 47.25).
I doubt it. I think it was less of a design choice and more of an unintended bug.
Because the Combined Arms ability removes the Pershing's -50% reload speed vet. Looking at the stats and ability, sure... the sight range and -30% reload speed seems great. Testing in-game, the combined arms ability screws with a Vet3 Pershing's reload speed. I have no idea what is going on there, I just know it screws up. If it were intended to work correctly, the Pershing should have a -80% total reload speed.
There's no difference in reload speed between a vet0 Pershing and a vet3 Pershing when using the combined arms ability. That's an obvious glitch right there. Should test in-game with cheat command. Spawn 2 Pershings, make one of them vet3 and use combined arms while ground attacking or firing at a tank. Same reload speed.
PS: Actually, testing it. Vet3 Pershing shoots about 0.5~1.0 seconds slower than a Vet0 Pershing with combined arms.
Am I the only one who's going to stick up for the OP's premise here? Lol.
U is an awful hotkey for reverse gear, and I've contended this since the game's release. Simply pointing out that you can completely flip the entire hotkey layout on its head with grid hotkeys, or that you can use third party software to change one bad hotkey placement is not justification for such a terrible design decision on Relic's part.
Relic hard coded the key bindings into the game which is why nobody can set custom bindings and they likely won't/can't change this in the future or it may screw the game up unintentionally. I don't really understand why they didn't allow custom key bindings in the first place because hard coded key bindings is amateur level programming.
In team games the Pershing isn't amazing but is still far and away the best tank USF can field.
In 1v1s its a great tank.
By all means I would love if it the Pershing got buffed though if that is what you are suggesting it needs. 210 fuel and 12cps would just mean the destruction can start just that little bit earlier.
I used to play 1v1's but not anymore. Besides, heavy tanks are hardly even worth mentioning in 1v1's. If you're dragged into a 13 cp late game in 1v1 as USF, there's already a problem there. The game should've be over in the first 15 mins. Not discrediting the use of your heavy tank or skills, but axis clearly have the advantage late game and that's a whole nother topic I don't really care to discuss about.
Coh2 heavy tanks are restricted to 1 at a time. Pershing is restricted to 1. It's a heavy tank by Coh2 standards. Period.
About the Pershing: It has better agility and gains vet faster. On the other hand the Tiger gets very powerful vet bonuses, especially vet2 with increased range and decreased scatter makes it vastly superior compared to the Pershing. At vet3 its speed comes close to that of the Pershing.
The Pershing goes down in 5 hits and is usually confronted with AT weapons that have higher penetration than the Tiger. For a Tiger 7 hits are needed.
There's also a variety of Tiger doctrines with different playstyles and lethal offmap abilities. The Pershing doctrine on the other hand is weak against defensive playstyles, especially Pak43 or superheavies. A quick death can also be delivered by a Command Panther.
Pershing has double tap shots, so Pershing > Tiger
To clarify for those who don't know, Pershing has ammo ability to shoot another shot really fast with better penetration. Don't think this ability shot even affects for the timer on reload for it's normal shot.
Yeh, and the ability also causes you to lose 90 munitions on any vehicles that just leaves the Pershings range lol.
The Tiger has a passive ability that costs nothing and stuns other tanks for a few secs. That's a hell of a lot better than a 90 munitions ability that lets you shoot 1 extra time that misses on anything that is moving even a slight bit lol.
It's not as good as you hype it out to be. Everyone knows the ability lets you double shot, but that hardly comes in handy when it's 90 munitions, has a ridiculously long cooldown and misses the majority of the time.
You know that Pershing is a medium tank and Tiger is a heavy tank? They are not supposed to play the same role. If you are using your Pershing against Tiger you are doing something wrong.
The Panther is a medium tank and beats heavy tanks. I dunno what you're trying to argue here.
So... to all that has been wondering, there seems to be a misconception about the Pershing's vet and stats. Doing some math, it's clear that the Tiger has better overall stats and vet.
Penetration: 240
Reload: 6.63
Cooldown: 1.13
Max range: 45 (bugged, should be set to 50)
What cooldown means for tanks:
To simplify it, it basically just tacks on extra permanent reload time that cannot be reduced by reload speed vet. Since tanks reload after every shot, cooldown modifiers are applied after every reload, and thus increasing reload time. This means, the Pershing actually has a reload speed of 7.76 seconds (6.63 + 1.13). The Tiger has a reload speed of 5.26 seconds. This means the Tiger effectively shoots 47% faster than a Pershing, making it more destructive.
Counting vet3, the Tiger gains a -30% reload speed. This changes the reload speed of the Tiger to 3.721 seconds per shot. The Pershing's -50% reload speed at vet3 will reduce it's total reload speed to 4.445 seconds. This narrows down the differences between the Tiger and Pershing a slight bit, but the Tiger still shoots 20% faster than the Pershing when both tanks are at vet3.
So what does that mean? It makes the Tiger a better tank in general. The Tiger has more range and shoots more frequently than the Pershing, while having high enough HP/armor to withstand and trade shells with other enemy tanks. It also has less scatter at vet2, making it better at hitting infantry more consistently.
Although the Pershing is slightly more accurate than the Tiger and has slightly better AoE, it shoots much slower and has higher scatter; making the tank miss infantry more often. The only benefits the Pershing has over the Tiger is being a slight bit faster and a bit more accurate on the move while shooting.
As far as I've tested it, the accuracy vet really doesn't do too much for the tanks main cannons since as long as the shells collide with other objects or ground, it doesn't matter. The Panther is as accurate as the Tiger, but the differences between them are the AoE and scatter. This seems to make sense because otherwise, infantry with extremely high received accuracy modifiers like vet3 Riflemen wouldn't be able to get hit by a Tiger, yet the Tiger is still able to land squad wipes on infantry regardless of received accuracy. Scatter and AoE matters more vs infantry than accuracy. Other than that; accuracy benefits the coaxial and machine guns more so than anything else. Of course, anybody can try to prove me wrong with stats and other testing, but as far as I've tested it, this seems to be the case.