Well firstly, I'm not really sure its possible to make X unit fire slower if there is another one near it. It might be doable by creating some sort of invisible auras, but it sounds way complicated to begin with.
And secondly, ROF isnt the main thing making Jackson so good. Its accuracy on the move, speed, turret rotation, turret iself, range. Pretty much any aspect of Jackson (aside from armor) is making Jackson so powerfull compared to other TDs. I mean, if you litteraly wont make Jackson ROF x2 slower (so PIV will shoot 2 times, while jackson will shot 1) it wont change anything.
But even with such changes, ppl will just kite with jackson. It will make it harded to micro, but ultimatly wont change anything for a good players, just make it really frustrating to use for mediocre players.
Not really. M36 used to have more damage and lower ROF so can start by rolling back to those numbers if one want to.
It is an argument as long as the facts leading to the argument exist. Okay lets pretend it doesn't exist, so that you don't have to apologize for beeing rude without reason. Being a top30 player and having a greater range comes with the responsibility to be more of a paragon, but that are just my two cents as a lower ranked player.
So back to topic: I do think that Calliope + 76mm "blobs" will be countered by JPIV, STuG or Panther play, while Jackson doesn't get countered by them. So there is a downside to the AI value of the 76mm (if compared to M36).
So yeah to conclude, thats the thing about decision making, all choices come with a downside. But atm there is just no decison making at USF nondoc T4 tank roster. You need AI, go for M4A3, you need AT go for Jackson...
Both is not true.
Radio net isn't as potent as you said because it is bugged and gives the bonus only once. Yeah I do think a blob of vet1 76mm Shermans could be really strong if it would work correctly but that would be true for normal Shermans or E8s too.
Their shells aren't really more universal than the shells of a normal M4A3 as you said. Their shells are identically versus infantry and just have some penetration more. Same penetration at close distance, 10 penetration more at medium distance and 20 at long distance. At long, where the difference is the greatest, this is 66% penetration in comparison to 55% of M4A3 versus a regular Ostheer PZIV. Your shells will still bounce on a regulary basis. The biggest difference is that they shoot about 1,5 seconds faster of course. The shells itself are pretty similar, so either both are universal or none of them. If you want to go for high penetration you have to switch like the M4A3 switches for HE, but your main cannon loose its AI value by doing so and the switch takes roughly about 6 seconds if I remind correctly.
A 76mm is more expensive of course to make up for better RoF and slightly better penetration with standard shell.
76mm has vet bonuses that come from the T-34/76 and that are superior to other Shermans. At vet 3 the ROF of of the Sherman is 4.89 while of the 76mm Sherman 3.26! .
Add to that radio net and even "combined arm" for more fun.
Well firstly, I'm not really sure its possible to make X unit fire slower if there is another one near it. It might be doable by creating some sort of invisible auras, but it sounds way complicated to begin with.
And secondly, ROF isnt the main thing making Jackson so good. Its accuracy on the move, speed, turret rotation, turret iself, range. Pretty much any aspect of Jackson (aside from armor) is making Jackson so powerfull compared to other TDs. I mean, if you litteraly wont make Jackson ROF x2 slower (so PIV will shoot 2 times, while jackson will shot 1) it wont change anything.
But even with such changes, ppl will just kite with jackson. It will make it harded to micro, but ultimatly wont change anything for a good players, just make it really frustrating to use for mediocre players.
One can make TDs have higher TTK vs medium without affecting the TTK vs super heavies.
A) Lowering far accuracy will effect the shot vs medium more than it will effect shot vs super heavies.
B) Increasing damage but lowering ROF can be used to keep the number of shot the same vs meduim and the TTK about the same vs Super heavies.
That's not possible, they both need a commander slot in order to be called in separately. Unless you'd want to have it as a bundled drop, but that would defeat the main purpose of these drops (that you can skip one tech and call in the respective team weapon with the commander).
I would test turning Paras beacons (cost/HP possibly at timed durability aura of paras) to work more like soviet Airborne Rally Points able to drop the ATG and HMG.
Then Reckon could have the beacons removed and support paras as call in infatry instead of airdropped one.
If artillery fired fewer shells in a barrage, but had a proportionally smaller cooldown, they might be more useful in 1v1 and less annoying in larger teamgames.
With a more responsive barrage you could harrass team weapons more often (like a mortar) instead of wasting 1min+ hitting dirt when the enemy packs up after the first shot. It would also differentiate it from the long cooldown / high wipe potential of rocket arty.
In a way there are. Stopping a barrage make the gun cooldown faster than letting finish the barrage.
I would like to make an enquiry here regarding the Jagdpanzer IV, since we haven't figured this out ourselves yet.
Basically I noticed that since the patch, the Jagdpanzer IV will not automatically rotate to engage targets within its range while it is in camouflage mode.
Now we're actually not sure whether or not this has always been the case or that it's a bug that was introduced with the new patch. I'd swear this is new behaviour. But at least one other member of the team thinks it never auto rotated while in camo.
So, does anyone happen to know for sure whether or not it it would automatically rotate to target enemy vehicles while in camouflaged mode before the Winter Balance Patch?
There was always a problem I had pointed out in several occasions before the patch.
Okw panzer4 have that armor level without doctrine.
That upgrade takes time so its much easier to give someone fresh tank tip- u dont need doctrine for that.
There are more important things than this upgrade like e8 commander
I am not sure if you are aware but when some gives some one a vehicle he pays for it. When some one upgrades someone else's vehicle he only pay for the upgrade so there is a difference.
KV-1 commander also need to be looked at since they have come with strong abilities.
Guard Rifle Combined Arms Tactics in particular comes with simply too many good abilities:
heavy tank
Elite infantry
Weapon upgrade
ML-20
powerful off map
Suggestions: Zeroing artillery
is a very expensive and rather aggressive ability.
I would rather have change to have lower CP 6-8 and cost around 100-140 mu and have mortars firing on area or owned sector.
One could also test moving JT to this commander and while moving 88 and Lefh to other commanders.
Heavy fortifications
Tank trap need some changes. Increase build time so they can not be spammed. Reduce target size or add damage reduction from ballistic weapons so they can not be cleared easily be tank guns. Change cover type to yellow so they are not used instead of sandbags. Allow the to be dismantle from certain engineer units.
Trenches. Allow the to be dismantle from engineer units. Possibly give them a cost and make them password protected but able to be "capped". Give certain unit bonus like the RW possibly extra sight/range.