Panther, comet and jackson should all be elite armour options with a unique flavor. Panther blends armour, AI and speed. Comet blends less armour and range with better AI. And Jackson should be on the other end of the scale with 10 more range than panther but same health.
Ahem. REEEE.
With the return of shrek spam next patch you can say goodbye to US AT now the new panther is neatly sheilded by cheap shrek blobs.
The limiting factor on PanzerGrenadier's schrecks has always been manpower. Schreck spam was an OKW phenomena. It was all about the manpower (and vet) of volks. PGrens do not have either benefit. Though they may end up getting smoke which is... interesting.
I would be quite shocked to see if somehow Pgren schreck blobs become viable over 20 munitions and a 15% increase in far accuracy.
Jackson will struggle to get into range and explode like tommy cookers, your idea of a "skirmisher" tank does not fit the US faction at all. They need a solid AT vehicle that has the HP and range to deal with panthers or tigers, not a sissy "skirmisher" that provides another kill notch to shrek PGrens as it blows up in a single volly.
That'd be three Pgren squads upgraded with schrecks not missing. Six schreck hits to kill a Jackson, incidentally. Up from 4 prior to last patch.
However, I think it's worth pointing out that from your own words it doesn't seem like it's the Panthers or Tigers you're worried about threatening the Jackson (Tank Destroyer)... But infantry.
The range indicator would be a nice touch. I don't think it's visually distracting and quite frankly, this game could always use more intuitive, available information.
However, for units with abilities with different ranges, you'd really want to make sure everything was consistent and accurate. Every ability that may differ from weapon range would need to not clash with the indicator. Although that's really only the main caveat I can think of.
That said, in my experiences my struggles with vehicle range is more about whether or not a specific object is actually blocking sight/shots. The size and shape of sight/shot blockers (and associated pathing restrictions) very often don't line up with their visual representation. I've had many a vehicle blind themselves to the front by being too close to a tree trunk.
ONCE AGAIN why does Wehrmacht sniper shoots faster when it faces 4-man Tommies and USF/UKF support weapon crews as well as some of the other 4-man squads?
I could come up with a rationalized explanation for you, but in all likelihood its just because USF and UKF came after Wehr.
I still believe in my unsubstantiated theory that the Abandon mechanic was developed as a prescription to jeep/bike pushing of CoH1. It totally makes sense that the driver would/could get shot off before the whole thing explodes from damage. But for pieces of actual armor? Well, the gameplay implications have been described since launch.
it didn't really work in coh1. The American were routinely getting their ass kick in late.
although the situation hasn't improved much since then.
Americans that didn't choose Armor Company you mean. Armor company scales quite nicely, despite the effects of Wehrmacht potentially dumping hundreds of fuel into vet.
And it's not like a Wehrmacht player ever ran out their VPs trying to stall for that KT.
(Point is, you can't analyze CoH1 with CoH2 gameplay in mind.)
The community patches have mostly been a mishmash changes from a team with many conflicting opinions on how to approach problems of balance while being limited in various and arbitrary ways by Relic.
There's no designer or director to the process so while there's a lot of ideas being explored it is mostly guesswork without a plan.
And while I understand some of the complaints towards homogenizing the factions, I personally don't think this is the end of the world. But really, the entire history of CoH2 is a story of rolling back additions that were poorly implemented or poorly 'fixed'.
PACK howi should never be standarized to a mere mortar.
With requierment of 3 men crew and being very slow, it always should be long range focused.
USF already has a mortar, 2nd one that requires bigger crew and can't retreat is not needed, its beyond me how did it even happened to even get the idea.
However only longer range will also not cut it as then it'll be vastly inferior 120mm.
I've said it once in the past, I'll say it again with a small update:
Was it up to me, I'd make PACK howi act as an actual, mobile howi.
Performance somewhere between sexton and 120mm, BARRAGE ONLY, 160 range.
Price, pop, cooldown, number of shells adjusted to desired effect.
This way USF receives something akin to other factions rocket arty, but not just a copy and it wouldn't be long term muni strain, like Major arty is.
I never understood why this wasn't the case.
IMO it should've just been a mortar HT in the first place, but I've got mod tools for that.
Mashing the arrow keys stops it, can confirm. My rig chugs along and I cannot give any sort of other input when scrolling on the map without it occurring.
Offensive bonuses refer to the following bonuses that the units get and turn Ostwinds into wipe machines:
A hulldown ostwind is still way worse than a bofors. If by wipe machine you mean that they can disable hulldown and chase to wipe, then yeah, I see what you mean.