Could you please proof that JLI kill Allies' mainline infantry faster than Pathfinder kill Axies' mainline infantry?
JLI higher crit threshold and the fact they ignore cover makes them seem to drop models a lot quicker than pathfinders. I’d say Pathfinders likely have better dps but the whole ignore a fundamental game mechanic thing helps JLI a lot.
I dont think the mg42 needs a nerf really, maybe incen rounds damage against infantry but even that doesn't seem that necessary. IMO the 2 machine guns that actually do their job are the mg42 and 50 cal. The vickers and mg34 are serviceable and the maxim is garbage. Id rather see the less effective mgs buffed so they do their job properly.
60 range would absolutely make it a monster. It would be the same as an allied TD, but with machine guns, armour, nearly double the health, blitz and aoe on the gun.
Don't get me wrong, I'm arguing the tiger is a bit squishy due to the potency of its counters but let's think about balance here while we make claims yea?
50-55 range isn't going to help the tiger quite against the thing that is pressuring it but turn the balance on its head against everything else that it isn't underperforming against.
Its just like buffing TDs because of the KT and panthers and ignoring that they now invalidate all armour values below 300 (which is most)
Maybe give it more health so it has more consistent staying power? Armor is too rng for my taste and the health buffs for the panther helped it a ton. So maybe a tiger health buff will help it against TDs also.
It just depends what time of day you play. I have no problem getting 3v3 and 4v4 lobbies in the afternoon and early evening. After 9pm EST or so its usually dead.
Yeah Im west cost so Im typically on pretty late. So thats likely one of the issues.
Nice to see that we agree but I have to disagree in the second part. Actually it is the big changes that require frequent patches since things can go really wrong.
Let me remind you that we had a full month with a broken USF mortar and 8 months of Penal spam running around with ourah and flamers that made the game to be a very bad spot with very stale meta and that due to big changes and not small changes.
I always considered the big patches stuff like overhauls and unit roster changes (USF overhaul OKW overhaul new units/commanders etc). The balancing of new units like the mortar and the penal changes after they are release are smaller Balance patches. IMO those patches shouldn't take that long and should be more frequent.
I remember that turbo mortar bs and Im pretty sure I quit the game for a pit during the flamer penal early rework.
In my opinion a perfect world would be where COH2 got similar balance updates to games like LoL which are small but very consistent and frequent patches. So you wouldn't get these huge changes that cause units to be either horrible or op and if the nerfs/buffs weren't enough you could wait a couple weeks for another adjustment. The game would be better balanced that way instead of things like the JLI getting 7 buffs all at once and them going from garbage to op.
Why not just make the normal AP and HVAP shells a toggle with different attributes and long change over time? That would promote combined armored pushes against jacksons but still allow it to perform all the roles it needs to in the usf roster, just not at the same time (think isu152)
That would probably work also and probably more likely to be implemented
It's actually a great game even though it has even less mainstream appeal than coh2. Same goes for Wargame. They both have more strategic depth than coh2. The problem is that there's no active automatch and everybody is playing lame lobby games where players intentionally create uneven games to improve their pathetic ego. That killed the game for me.
The Lobby system is pretty awful in my experience. It takes forever to find a game sometimes especially in larger modes. Probably less of an issue in 2v2 1v1 im assuming.
In order to fix this jacksons problem, i give you:
You could make the m10 the nondoc medium counter (High DPS lower pen) and the Jackson the nondoc heavier counter (Lower DPS high Pen).
Other factions typically have 2+ units that counter tank unit types, IE Light/medium counter (Su76, Stug jp4) and a Heavy Counter (IE Firefly Su85 Panther). Issue is right now that USF only has one so it has to take up 2-3 tank type slots (Light/Medium Counter, Heavy Counter, Brawler(ish)). Therefore you get a TD that has high dps, high mobility, and high pen making good against literally everything. If USF had another Medium TD option than the jackson could be made to solely focus around counter heavy tanks and be more similar to the Firefly/Su85.
If you just added the m10 than USF would have 0 nondoc options against Panthers Tigers etc.