Yeah it's incredibly weak for it's cost compared to every off map arty (Apart from Major Barrage which is also terrible and needs a buff) I think it just needs to have the delay shortened so it doesn't take so damn long to call it down which makes it practically impossible to use against anything that isn't emplacements. Generally you can still use off map arty against support weapons and AT guns because of their immobility or to displace blobs but Time on Target doesn't scatter enough for it to be difficult to evade.
If the penetration goes up, another stat has to go down. If not, that would be too much offensive capabilities.
Despite having 240damage, look at the actual DPS of the gun compared to a Panther, Panzer IV or Tiger because of the huge rate of fire difference. You will find the dedicated tank destroyer has less DPS than heavily armoured multi purpose frontline tanks. Let alone the penetration and every other single advantage of the Axis armour.
The Jackson doesn't reliably penetrate Heavy Tanks, which is an issue when there's no other real alternative for late game AT. The Jackson really needs a penetration buff to make the weak dedicated tank destroyer with no anti infantry actual be able to reliably kill tanks. Currently the Panther is able to comfortably 1v1 Jacksons despite having so much more health, armour, anti infantry capabilities, Blitzkrieg, smoke and so on. Panthers also scale much better with Vet at vet2 giving even more armour for even less penetration. Jacksons also don't have enough self scouting to give any chase or kill potential. Even in a perfect engagement, there's nothing really stopping the Panther from just driving away without the Jackson being able to chase for fear of being instantly killed by Shreks, fausts or AT guns as well as the Panther. Let alone when you combine Smoke and Blitzkrieg. The incredibly high amount of micro and baby sitting for the Jackson does not at all make up for it's potency when it just consistently fails to penetrate Panthers and Tigers consistently, as well as missing.
Yeah the OKW design is an absolute mess. I'm not what what they were thinking giving a faction no mid game tanks, and no support weapons but a whole bunch of super great infantry with forward bases and crazy late game. Did they not expect to see it turnout as just a lame blob faction.
I really like a lot of the OKW unit design, but the way the faction works overall is just really disappointing. You would think they would learn from all their experiences with Coh1 and 2 faction design how to actually creative interesting and compelling factions and not just whatever sounds cool to the noobs "Camp and big tanks yay!". It feels like when they were designing OKW and Brits back in the day their design mentality was basing it around what would be fun for the player, not what would be fun for both of the players and what would create a great dynamic and intereaction between all the factions.
I think USF overall is pretty good, it just needs a bit of tweaking of adjusting in regards to the Tier system, late game and AT options. OKW and Soviets really need an overhaul, the Soviet one will probably receive one eventually but I doubt OKW will see any drastic changes for a while, it's too early since their release.
I think Wehrmacht is the best designed faction. The only thing I don't like about their design is LMG Grens scaling so much better than Soviet and American infantry whilst also having better support weapons and tanks.
Soviet teching could be fixed quite easily I think by making it so the fuel cost from getting a tech building is significantly lowered when you got the next. So instead of paying for 120 fuel for both Tier 3 and 4. You would only have to pay for 30 fuel to get Tier 4 after already having completed Tier 3. Having to spend 240 fuel for an incredibly lackluster Tank Destroyer is just not at all viable, which is bad for game design. Units should have a counter. If you see a slow heavy tank, going for a tank destroyer should be the intuitive thing to do. And vice Versa with other tiers.
The American tiering system is also way too punishing, since unlocking all tiers is too fuel costly you generally just skip either Tier 2 or 3. But in doing so you then miss out on some valuable units such as the 50cal MG or the M1 AT Gun. Another reason why USF just picks Airbourne almost all the time.
Yeah nicely put. Soviets in particular are too Commander dependant for Elite Infantry and for Late game tanks. So whilst you can have a balanced faction, having it half of it filled with completely worthless and unused units and only 2-3 Commanders are actually viable out of the 20+ is really bad for the game.