Let's put it in another way, it's a FHQ that can move to safety and costs 1/4 of a FHQ, it's also non-doctrinal and can magically heal all the units in the radius of the ability without needing the medics to move from model to model.
Sounds OP now doesn't it?
Seriously, it's fine as it is, having a super fast,t0,low cost reinfoce and healing point would be absurd. |
It's balanced but overpriced, it could use a 30-35 fuel decrease. |
It's good as it is, but it's in the wrong tier, put it in T3, though I dont know what you could swap it with. |
It wouldn't say neither that it's too strong nor too weak, but it isn't balanced either, the damage output, and suppression, considering the big ark of fire is fine, but it needs a very small increase in surviability, it really dies to everything. |
Id like to see a small nerf in the jackson damage, but make it reliabily penetrate all heavy tanks, it's ridicolous to see tigers sometime getting almost oneshotted by 3 jacksons, sometimes not even a single shot penetrates. |
It was rather down to 30% not 20%. Assume all shots would hit.. maybe 75%, and that's the same amount of damage that a single p47 deals in a single pass, given the fact that there are 2 p47, the american anti tank run has still twice the potential damage of the german one.
+ your agrument "dodgeable" is somewhat invalid since u haven't tried to dodge the Ju87
To add to this, the P47 stays in the air for an insane amount of time and it's on a faction that's way less ammunition intesive than axis is (or atleast that's how I feel between grenades and shit I always float like 300 ammo as USF but barely 60 with oshteer). |
You should check this out.
http://www.coh2.org/topic/24745/win-lose-ratio-from-15.9.--25.9.2014-much-more
Going by those if usf is up what does that make oshteer? |
Why not make the ISU an heavy tank hunter like the elephant? Completely disregarding all of it's AI capabilities, currently it's just stupidly strong because it covers hard av and AI, if it did either of them well I would be fine with it, it can't stay like this.
For the JT side, I think it should keep it's cost but to keep it unique it could retain it's ability to shot through obstacles, but for each obstacle the shot passes through it should lose 15% damage if it's technically doable, so for example, if it's shot went through and house it would lose 30% damage as it traverses 2 walls. |
I'd like to see the 222 cost increased but made resistant to small arms fire, at the moment I mostly find it to be trash, high micro low reward, and I don't ever recall it killing anything on retreat. |
Yesterday me and my mate won an hard fought 2s, which I think was quite even still our opponents lost all their tanks, and the guy on the other team started talking shit about his mate, but the funniest thing was....when we reached their bases he was destroying his partner structures lol... |