Okay, I will do my best.
Before going into the list point by point I will preface it with this: Every faction has holes in its tech structure. Ostheer has no light tank, OKW has no generalist medium tank, Soviets have so many bad core units that they have to rely almost entirely on call-ins. As for your specific complaints...
Well technically USF does have the mortar halftrack and pack howitzer. Both are definitely under performing at the moment but that's not an error in faction design, just balance. I suggest voting for those units
here and
here. Furthermore, OKW has no mortar AT ALL.
-The mortar is for infantry company...thats not viable....OKW does have a mortar/howister whatever it is...assault cannon..whatever.. and you can build it t2 and the pack is T3 and very expensive and very RNG based and very slow.
It doesn't come that late. Again, OKW is somewhat lacking in this area too. However I certainly think it should perform better for a unit with such a high price tag and tech requirements. You can vote for it
here.
-It does come late, and it costs 280, and sucks pretty bad. You have to chose between if you want MG or AT okw does have kubel which is better than any MG early game (where mgs are needed)
I'm pretty sure USF can get grenades faster than any other faction. Airborne can also throw cooked nades without doing the research at all. Plus grenade research gives USF the extremely useful smoke rifle nade. I think this is arguably one of the areas in which USF actually excels compared to other factions.
-The nades are ok....but they just cost too much to throw and tech...its ok but doesnt fit into the meta. Airborne doesnt count unless you want to remove that mortar statement above, again, its a doctrine
Well, neither axis faction has demo charges at all and USF does have access to them through armor company or mechanized, later on. So really I don't think this argument holds much water.
-Neither allied faction has anything to demo why would they need them?(please dont say RE bunker)...and again you need assault engines or para....both doctrinal
Paratroopers are excellent late game infantry.
-Doctrinal
The american
AT Gun is definitely lacking. The
Jackson could probably use a boost to its AP rounds ability and acceleration but otherwise I think it's fine.
-I can agree
Pathfinder and Mechanized artillery are arguably the best off-map artillery abilities in the game. The priest performs well in its role in my opinion, which is rare for mobile artillery so I am in no hurry to go changing it. Other USF indirect fire units have already been discussed.
-Where are you getting the ammo for this if you have to use ammo for everything? to take out one MG you have to spend for smoke and nade....then they just come back and get it with engy...rinse and repeat
I certainly don't play defensively at all, and I have had my share of success.
Defending against waves and waves of allied assaults is not really sitting back and doing nothing if you ask me.
-Maneuvering at guns and mgs isnt that hard
I completely disagree but since these complaints really have nothing to do with USF at all I won't even bother to address them. The coh1 vs coh2 debate is pointless in my opinion. Play the game you like the best, nobody is forcing your hand.
-It does, it changes the whole meta...along with the true sight thing....It makes turtling easier to do..also i was mainly talking in comparison to wher, but i am talking about both factions