Jackson is fine due to damage, penetration (not sure why people say it doesn't cut it, does in my games) and incredible HVAP round. Added that it is a turreted TD it has increased versatility and can flank more effectively than other tank destroyers. Not to mention a Jackson isn't useless once flanked unlike other TDs. Sure it's fragile but getting everything above it's a fine trade. If a enemy axis player has rushed your Jackson, destroyed it, than left you've messed up. Takes only one anti-grenade to get engine damage to slow down that Panther and rain shots with Jackson and Bazookas. (Flank with zookas and scoot and shoot yea dob!) Admitally Elefants and Jagdtigers pose an issue but considering USF infantry got buffed and the enemy sacrificed a chunk of pop cap for a heavy TD, using a heavy infantry oriented army isn't that big of a deal.
I disagree strongly. The penetration does not reliably penetrate Panthers, and the Jackson is a TD dependent on scaring away its victims since any unit that close with it will beat it. This on top of the fact that it has 0 AI ability so it has to be amazing at its one job.
Trading a Jackson for a P4, plus the added cost in munitions pushes the trade well in favor of the German player.
Additional note, the USF has no ability to chase injured tanks, they always escape because the Jackson cannot follow. The Jackson needs to be able to pose a threat to late game tanks because of its technical depth within the USF tech tree and the very limited options outside of it. |
Opinion: The M36 Jackson is a lackluster TD that can only deal with T3 Wehr decently, has no chance against heavier armor, is overly expensive, and under performing.
Issues: The Jackson relies predominantly on speed to allow it to do its damage. It is so lightly armored and has such a low health pool it simply cannot afford to take hits. Add to this multiple German units have ways to stun, gun lock, or shock the unit, and you have a unit that is near useless in the late game. Add to this path finding woes and it is nearly impossible, even for a great player, to micro it to deal with late game German armor. On the other hand its high impact shells are quite a deterrent for vet 0 German armor, which struggles to close in quickly enough to kill it. Against the super heavies the Wolverine is a far better option because of its much increased health pool. The Jackson is impotent in that it can never afford to push to kill a tank because one AT shot will place it in a dangerous situation. Therefore, its speed advantage is of limited value. As German tanks get Blitz they can easily close the distance and keep up with the Jackson making its escape extremely unlikely, and completely negating its higher speed.
Why this is an issue: The USF relies on lighter AT than its Axis counterparts, using multiple units in a single area to outnumber and destroy better German units. In the late game, Axis units are so much more powerful per shot that units like the Jackson cannot outnumber them because of their high investment cost and the danger it poses to your army to be so unbalanced. More troubling, it fills the role as the only reliable AT unit in the late game where indirect fire is plentiful and squad weapons are very vulnerable to wipes. It also depends upon vet 1 for reliable penetration of many German tanks.
Solution: I don't think I have one, but I would like to see the Jackson become a real threat to heavy German armor, even if that meant locking it behind further upgrades to delay its appearance. Probably it needs one or more of the following: more armor, heavy crush (to help pathing), higher penetration (to ensure frontal YOLO attacks against it are punished), deeper health pool.
Thoughts and ideas welcome. |
Instead, why not just give them criting rifles like regular pathfinders. I don't understand the flavor difference. They are lesser versions in every way so they could just be outright replaced. Their off map could be added simply as a commander ability to replace them.
Also for 280 MP you are losing a rifle squad, and you are getting a squad with very little utility outside of an OK arty ability.
This unit and commander need to be seriously overhauled. What is the use of the Greyhound again? |
This is an intended feature.
In team games if the USF player is abandoning vehicles frequently they are leaving them vulnerable to off map and on map artillery. They are also getting very little man power income, and they are never ever losing a tank in combat. |
It also has cloak, so while your opponent is using his AEC to pick off volks models you can set up to fire without them knowing. They are useful, but unlike other factions which depend on AT guns OKW can get by without using them.
Remember at vet 1 they move almost as fast in and out of cloak, almost no way to go wrong there. |
Agreed that snipes with Shreks are too frequent still. This should downgrade volks AI considerably. As it is, it already destroys cover on misses, keeps tanks at bay, and gives occasional snipes on models. There is literally never a point at which the Shrek is not a straight upgrade, the point should be a decision about whether you need it or not.
Course this is if Volks are to even keep shreks...(crossed fingers). |
This commander is garbage. The artillery for the Brits is severely lacking as it stands (besides some ridiculous offmaps). This commander and some other Brit commanders, as well as most American commanders, and some Soviet commanders needs to be looked at immediately. |
My thoughts are this: Why pay for a T34 when I could build 2 or 3 T70's and start MP bleed earlier? Why am I paying for the ram ability, it is useless? Why can't the Soviet army have a reliable medium non-doc tank?
T34-76 needs some small buffs to make it attractive. |
Smoke is annoying, but fair. It should never have been released in this state, but its too late now.
I would have made it fire a line of smoke just in front of the tank, but take just a few seconds to launch to give player with fast reactions time to make a decision about what to do.
Attack ground is your friend. Do it well behind the tank if you can so that you can increase your chances of hitting the tank (shot accuracy is based on target size and distance). |
I would ban OKW because the whole faction design promotes the shittiest gameplay of blob into your opponent, retreat back to a close point,reinforce cheap guys, and do it again. Plus no one likes to play a game on a timer where you just loose after a certain time (same could be said of brits)
It was close for me, Brit simcities are possible in team games, which is incredibly boring to play against. But OKW does win it for me by encouraging the worst kind of strategies and often relying on gimmicks to even out the score (Falls from buildings to wipe butterfingers maxim, into volks blob).
Finding Wehr vs. Amer, Soviet, and Brit (most of the time) very fun. |