IMO what I'd to with the Jackson is
a) make it 560 HP like the Stug
b) remove the penetration bonus it gets with vet and replace it with +80HP
c) make it slightly cheaper
What this does--> it makes the Jackson less durable and less capable of just mindlessly rushing around the map. It also makes HVAP useful because now you will not penetrate every allied vehicle with the stock round. Then after those changes it can be made slightly cheaper to compensate for the performance nerfs.
Profile of blvckdream
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Broadcast: https://www.twitch.tv/blvckdream
Steam: 76561198052763324
Nationality:
Germany
Broadcast: https://www.twitch.tv/blvckdream
Steam: 76561198052763324
Nationality:
Germany
Signature
Post History of blvckdream
Thread: jackson armor nerf22 Jan 2020, 17:45 PM
In: COH2 Balance |
Thread: Jackson VS Puma22 Jan 2020, 10:44 AM
Buffing Puma is a big no. Puma is already super strong as it is. We shouldn't look at Puma vs Jackson but more Puma vs AEC/Stuart/T70/Cromwell/Sherman/T34 etc. And in that role the Puma is awesome in the right hands. In: COH2 Balance |
Thread: jackson armor nerf21 Jan 2020, 12:54 PM
So you want to nerf the M1 ATG? Because it's already the best ATG in COH2, it's ridiculous when you feed it some muni and even without HVAP and take aim counters LVs best out of all ATGs while costing 270 MP, even less than Raketenwerfer. The only ATG that comes close is Zis3 because of stupid barrage ability. In: COH2 Balance |
Thread: Heavy tank rush21 Jan 2020, 11:50 AM
Now I don't remember how it was last year since I played for like 100h and stopped for half a year. But now it seems that heavy tanks are comming out a lot sooner in game. Yes they were changed from no-tech requirements and 13 CP (except for Command Panther 11 CP) to 9 CP(10 for IS2) but requiring tech. They also got a AOE adjustment which was supposed to make them more reliable but less able to randomly wipe units. As it turned out they wipe even more than before now so heavy tanks have just become too good compared to medium tanks and in the case of Axis Panther and Brummbär. Before you had multiple LVs into heavy tank cancer which was very annoying to play against too. Maybe one day the balance team will get the heavy tanks right, we can only hope for the best as no news has been leaked recently regarding a new balance patch. . In: COH2 Balance |
Thread: jackson armor nerf20 Jan 2020, 19:44 PM
60 range Stug would be WAY too op. Please stop with this. In: COH2 Balance |
Thread: Minsk19 Jan 2020, 18:30 PM
north spawn on misnk is worse then kharkov north spawn by far nowadays IMO +1 In: Automatch Maps |
Thread: State of soviets19 Jan 2020, 17:13 PM
Worst post of January 2020 must be this. Not even Ritter posts that much non-sense. ![]() In: COH2 Balance |
Thread: Minsk19 Jan 2020, 17:06 PM
- North spawn has a major disadvantage because player spawning in north-east can usually not hold any territory other than the one point infront of base - South-East can super easily lock the entire side of the map down with one MG placed near the munitions - The huge fences and small openings make it just so incredibly easy to defend the "industrial site (or whatever those houses are supposed to be" from the south spawn - MGs and AT-guns are super broken on this map because of how laney it is and the lack of flanking routes. Snipers are huge cancer too for factions that cant countersnipe. - fuel can not be contested unless one team is stuck in base - little to no cut off play - late game is all about fighting for one VP, the VPs in the corner are almost impossible to cap, meat grind + arty spam + heavy TD cancer ---> horrible gameplay In: Automatch Maps |
Thread: Poltawa19 Jan 2020, 16:59 PM
- impossible to contest opponent's VP and next to impossible to contest opponent's fuel unless game is super one-sided - middle VP is the only point that is fought over in late-game situations - every game turns into artillery spam and meatgrind unless the teams are so unevenly matched that the game ends in a stomp before late-game - spawn away from safe fuel is super annoying to play from because of how easy it is to get base pinned by MGs + garrisons not far away from base exit as an ideal point of digging in etc. - generally too many garrisons and the fences in between them don't work reliably because sometimes units attack through them for no reason (MG+infantry) even though there should be no line of sight, very unpredictable and weird - too hard to flank, map is generally too narrow and laney - no cut-off play whatsoever In: Automatch Maps |
Thread: State of soviets19 Jan 2020, 16:49 PM
Ban him from making threads. In: COH2 Balance |
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