It's not priced accordingly at all. Especially if you're telling me that a 110 muni ability that takes up a commander slot has to basically be considered a default for the unit
And I really don't get why people use "design" arguments for the WFA anymore. These factions don't even resemble launch design. Like not even close. If you're going to give USF a heavy tank, make it a heavy tank. Or remove it from the game entirely. Cause USF has more then enough ways to kill infantry, and none of the other ones require me to waste 230 freaking fuel
i didnt say that it WAS i said that it needs to be. how the tiger performs is entirely irrelevant.
both axis factions have panthers, if both got a panther with 4 levels of vet they would be costed and valued differently for both factions despite being the EXACT SAME vehicle. trying to nail cost efficiency based on values for other factions is worthless outside ballparking.
pershing=/=tiger because usf=/=ost
i SAID id like to see some more mobility, perhaps even an ability that reduces target size, but you CANNOT ignore the existance of CA and try and balance the perishing as if it doesn't exist. more range and more RoF are meaningful bonuses and can easily tip an ok unit to OP if not taken into account before hand. the abiility is there and NEEDS to be considered. weve had a number of abilities in the past that stacked with units in the commander and took them WAY over the top, B4+FRM and vet being able to OHK a king tiger for example or more recently Falls and for the fatherland... abilities and units that interact need to be conmsidered. dont treat CA like a mandatory ability be be aware that it CAN be used.
as for design, we abandon it now, as loose as it is and theres no point not just making the game a mirror match. itll be the only way to balance the game if we simply decide that counterbalance means nothing.
perishing is a heavy tank FOR ITS FACTION. one that as you say has no difficulty killing infantry, nor tanks actually... giving them a proper meatshield breaks that balance. they are VERY GOOD at killing everything, but at the cost of low staying power. you give them staying power and everything else has a rock to launch from. they are supposed to keep biting, not bite and hold. mobility and features to promote aggressive play could prove too much combined with the ability to out fight the enemy in a pitched fight as well.