Seems like a reasonable step. It won't be back breaking but will lighten the pressure slightly. I'm for giving it a go.
Good show on thinking outside the box here mate. |
I'm not sure. The free, near constant smoke might be a bit much, especially given how well the unit performs in CQC.
That's my concern as well. But hiding that behind the battle phase system might remedy the issue until an appropriate timing. |
Actually I would try lowering accuracy. One can even increase the size of super heavies.
Then TDs can be balanced separately vs Super heavies where shot will hit but not always penetrate and separately vs mediums where hit will always penetrate but not always hit.
Widening the the size gap for better tuning would be a good direction. Stuff like light vehicles being harder to hit with heavy tank counters would be great for variety |
Have you really just tried to compare Volks with Cons?
Why wouldn't they compare the only t0 units that have sandbags, a snare, flame nades, and cost nearly the same? There are no 2 units more alike.... |
Only thing I could see issue in is the smoke barrage might be a bit troublesome that early. Maybe link it to a battle phase and it might be golden. |
240 manpower and no munitions.
No (why would you need to?).
No.
No.
Yes (not that it needs to...).
Depends. If it's not a frontline territory, then it's not unwise.
No (not that it needs to be...).
About as long as it would take for a rifle grenade rear echelon squad to walk over there and shell the point itself. In fact, probably shorter than that.
So, how did I score? Did I pass?
I'll give you a 60%. You answered the words but not the sentiment. A mortar has one job (2 I guess, cause smoke) and costs more manpower. Has no potential for front line combat nor upgrades. It's OK for the mortar to bring that power because that's all it does, and RE is far more flexible and adaptable. It shouldn't also micro free displace units in cover at such a range. I'm not saying the ability should be gutted, I'm saying it should have a micro cost to reflect what it inflicts and a reduction in munitions cost to reflect that change. |
I could see a minor health drop. I just dont know if that makes it too vulnerable for someone who does go LT, since his only other AT options would be zooks and an M6 mine for 60mun. For a captain with an AT gun itd be fine, I suppose, as long as the battle takes place near it and its not a panther or above.
On an unrelated note, how do you personally play the pak howi? I always hear how good it is versus infantry, but outside killing blobs I dont usually see it; Id rather rush a Sherman out or use my mortar for killing MGs, and when I watch replays I usually see the pack howi is too slow to escape infantry pushes, something the mortar can do well enough.
Diving after a 60 range TD leaves the diver exposed, so mines and zooks would actually do well in that regard as the rear of the p4 or panther would be exposed, the AT gun on the other hand works better to prevent the dive all together.
Pak howi I use it like a mortar pit actually. Place it in a position that it's auto fire JUST reaches the front line and utilize its barrage which vastly out ranges it's auto fire. It's only 3 shots but it will fuck up anything it hits, and at vet 2 I think it is it gets a damage buff making it even more devistating. Using its auto fire on the front leaves you a lot of time to move it if pushed but also punishes the enemy for advancing as they will be under fire. Treat it more like a mobile howitzer than a heavy mortar.
Usf needs higher tier units for this to work.
I don't entirely agree. I think some rebalancing would be in order but not much more. The sherman for example has pretty good pen on its AP shells, but toning down their AI a bit more and bumping the pen up by say 20 in exchange would really solidify the tank as a great all round and versatile unit, but avoiding the all at once problem (current AP shells have only a 20% smaller AOE meaning it's still decent even without changing to HE)
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If we are talking about pushes, I highly doubt you're going to be supporting a diving M36 with RE smoke or a mortar smoke round. Maybe a M8, but I personally don't build those and wouldn't think they'd be resiliant enough to push with the M36.
I give the M36 support in these situations when its used defensively, in its own lines, like it is supposed to be, with its good mobility and subpar sight and armor. I assume no support when its pushing, because suddenly it has no spotters or local AI.
I also tend to discount the idea of USF stacking AI more than any other faction considering the M2HB is hot garbage and the pak howi is too vulnerable. Maybe that's my mistake, but I just cant see USF having anything there that other factions wouldn't have, and certainly not with two M36s already deployed.
First off, give the 50 another go, fantastic MG, arguably the best (as it should for price) same with the pak howi mate. Absolutely a monster (especially once vetted)
If the unit is supposed to be behind lines and defensive anyways then there is no reason for it to have enough health to brawl (as in effectively defend itself against a dive, which no other 60 range TD can. A microd medium will end all other 60 range TDs but the Jackson has the mobility and turret to react but also the health to survive.
I don't want the uniy gutted, but it does need toned down |
Don't mortars (not just the mortar pit) operate much the same way? Theyre set and forget, and they deny cover. Obviously there are differences, but with regards to everything you said regarding why they are badly designed, they're the same.
How much does the cheapest mortar cost?
Can you garrison a mortar?
Can you out a zook on a mortar?
Can a mortar repair vehicles?
Can a mortar smoke for itself?
Is it wise to risk a mortar to cap territory?
Should a mortar at any point be on the front line?
How long does it usually take for a mortar to start shelling a target or deliver smoke?
Getting say 2 mortars very much will impact the way that you play. Double RE will slow your early game combat power but greatly increase your capping power and scales to whatever task you might need them for later as well, building caches, repairs ect.
Mortars do not...
Nobody had any problem with RE grenades autofiring when it was from their dinky firing positions (which this patch also broke somehow). Now it's suddenly a problem. If they do get made a skillshot, have it do some real damage, even if it requires munitions per shot.
Gee, I wonder why there would be a difference in a 325mp static point and a mobile 200mp one. I can't for the life of me figure it out. Is it the I don't know... Mobility? Or the MP investment? Notice people complain about the mortar pits weaknesses but not the cheaper mobile mortars? Same thing..
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Yeah man just have a sherman already bought to provide smoke cover for the seperately purchased TD to be able to flank the axis heavy lol. Why should USF have to jump through so many hurdles just to punish stupid Axis armor dives?
If your opponent has spammed M36 for some reason, why not push with infantry? If he has M8s or, God forbid, somehow M4 Shermans spammed as well, how did you let him have access to so much fuel?
M36s are already not capable of dives because of their weak armor and hp pool. A competent defensive setup of any sort could snare or destroy them unless you have wasted all your MP on bunkers or mp40 stormtroopers or something. M36 are however used to chase down and punish diving Axis tanks, like the Panther, which can otherwise tank, outrun, or deflect Allied AT options.
If M36 is giving you trouble as an offensive weapon, with its limited sight range and endurance (and zero AI power), I must question your strategy.
You don't need to use a sherman. Usf is given at least 3 units for free that can use smoke if you tech grenades. You also have t0 mortar, pak howi and even the Scott as cheaper alternatives.
You are talking both like the Jackson has no support and like it has all the support, it's very confusing (is that the point?) you are also acting as though usf lack AI unless it's a vehicle which is quite untrue. The power of the Jackson allows the usf player to stack their AI power because they know the Jackson will be enough to tackle what ever they face. Therein lies the issue for both balance but also viability and variety of other units. The alternatives would need some buffs of course but the ultimate weapon Jackson needs some nerfs too
Also, Jackson's have the same amount of health as any other non premium medium tank, but ALSO +20 range. Diving doesn't have to be slogging through the enemy rear lines when you can shoot over them. The Jackson has enough durability to get in there for a final shot and get out, I've played this game plenty, I know. |