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russian armor

US need more now.

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26 Jun 2015, 17:20 PM
#121
avatar of pugzii

Posts: 513

wc51 from t0 for 10 fuel pl0x
26 Jun 2015, 17:22 PM
#122
avatar of daspoulos

Posts: 1116 | Subs: 1

Permanently Banned
jump backJump back to quoted post26 Jun 2015, 16:58 PMRocket


Ummm what USF have always needed bars to compete with axis infantry, maybe not early game but later on mid to late your riles are mostly useless with out bars. Zooks was kind of a luxary item but necessary for axis light vehicle spam, but nades I almost always bought you need them to take out infantry garrisoned in buildings and support weapons and now more than ever.

This has been the same for a long time now rifles don't beat grens heads up anyway I dunno who is the one with that idea to begin with cause they just don't and are majorly out classed even with bars compared to grens with 42s. Gren blobs with 42s beat para troopers. Also they frequently wipe retreating 1 or 2 models and riflemen almost never wipe a 1 model gren retreat which is kinda BS.

Right now USF is being put into a huge man power hurt, and extreme reliance on munitions and we are not getting enough to be able to deal with multiple threats at all. Also our tech cost for these things and being forced to make m20 or flak trucks almost every game is imo delaying the sherman for way too long.

Also why the F can strums dps down a emplacement that is broken as hell and makes no sense assualt engineers can't do that to bunkers. USF needs a mortar bad and not a shit one an incredibly accurate one like OST has.


Would make sense that you need upgraded infantry to compete with other upgraded infantry. Gren blobs are only problems if you can't handle blobs in general.

Ostheer mortar has same exact scatter as soviets but soviet one has 40% less scatter with its barrage ability. Ost mortar isn't known for its accuracy. But rather its rate of fire.
26 Jun 2015, 17:31 PM
#123
avatar of Woschte

Posts: 54

To all who are saying that flanking as US was possible in coh1 so why shouldn't it be in coh2, bear in mind that:

1. The wehr player were in the early game usually concentrated in a small area, where you had multiple flanking routes as US.This results in a more interesting role of mines and wire in coh1.

2. grens (coh2) are waaay better than volksgrenadiers(coh1), both t1 units, so you can support your mg's more effectivly in coh2, thus making it harder to flank.


So overall, it became harder to flank, altough not impossible. But the dynamik between those 2 games changed, so it is hard to compare them in that aspect, imho.
26 Jun 2015, 20:13 PM
#124
avatar of Firesparks

Posts: 1930

jump backJump back to quoted post26 Jun 2015, 16:58 PMRocket


Ummm what USF have always needed bars to compete with axis infantry, maybe not early game but later on mid to late your riles are mostly useless with out bars. Zooks was kind of a luxary item but necessary for axis light vehicle spam, but nades I almost always bought you need them to take out infantry garrisoned in buildings and support weapons and now more than ever.

This has been the same for a long time now rifles don't beat grens heads up anyway I dunno who is the one with that idea to begin with cause they just don't and are majorly out classed even with bars compared to grens with 42s. Gren blobs with 42s beat para troopers. Also they frequently wipe retreating 1 or 2 models and riflemen almost never wipe a 1 model gren retreat which is kinda BS.

Right now USF is being put into a huge man power hurt, and extreme reliance on munitions and we are not getting enough to be able to deal with multiple threats at all. Also our tech cost for these things and being forced to make m20 or flak trucks almost every game is imo delaying the sherman for way too long.

Also why the F can strums dps down a emplacement that is broken as hell and makes no sense assualt engineers can't do that to bunkers. USF needs a mortar bad and not a shit one an incredibly accurate one like OST has.




people rarely buy bar, they either go para or m1919a6.

In a 1v1 it's also possible to lock out the wehr fast enough without needing the bar or bazooka.
26 Jun 2015, 20:19 PM
#125
avatar of Stafkeh
Patrion 14

Posts: 1006

People are mad because they can't run straight into an MG anymore :thumb:

I hope they don't change MG's back to like they were in the old patch... This is way more fun to play! And no, I'm no axis fanboy.
26 Jun 2015, 20:37 PM
#126
avatar of Omega_Warrior

Posts: 2561

jump backJump back to quoted post26 Jun 2015, 20:19 PMStafkeh
People are mad because they can't run straight into an MG anymore :thumb:

I hope they don't change MG's back to like they were in the old patch... This is way more fun to play! And no, I'm no axis fanboy.
No one is asking for them to go back to the way they were. Just for more options, to fight them.
27 Jun 2015, 07:45 AM
#127
avatar of Firesparks

Posts: 1930

buff pak howitzer. the USF probably have the weakest artillery in game without the inf doc.

make the bar (and zooka) cheaper. The rifleman need the extra firepower.

on a 1v1 map, the USF can still reliably flank, dance around, and manhandle the grenadiers and mg42. It's just mid-early game when the rifleman alone just doesn't cut it anymore. the USF need decent artillery and the bar needs to be cheaper.
27 Jun 2015, 08:08 AM
#128
avatar of MoerserKarL
Donator 22

Posts: 1108

a mortar is needed...
27 Jun 2015, 11:02 AM
#129
avatar of Zyllen

Posts: 770

No one is asking for them to go back to the way they were. Just for more options, to fight them.


Mate the usf has some of the better options. powerful nades smoke and rifles have very high cc dps making them excellent flankers. The usf has quick access to bulletproof lv with high dps for frontal attacks. the only thing lacking is a mortar but the mortar is not a miracle worker that suddenly makes mg's obsolete.
27 Jun 2015, 13:12 PM
#130
avatar of KurtWilde
Donator 11

Posts: 440

jump backJump back to quoted post27 Jun 2015, 11:02 AMZyllen


Mate the usf has some of the better options. powerful nades smoke and rifles have very high cc dps making them excellent flankers. The usf has quick access to bulletproof lv with high dps for frontal attacks. the only thing lacking is a mortar but the mortar is not a miracle worker that suddenly makes mg's obsolete.


27 Jun 2015, 13:41 PM
#131
avatar of Thunderhun

Posts: 1617

a mortar is needed...


+1, Mortar for USF and OKW...
27 Jun 2015, 13:47 PM
#132
avatar of skemshead

Posts: 611

jump backJump back to quoted post26 Jun 2015, 16:58 PMRocket


Ummm what USF have always needed bars to compete with axis infantry, maybe not early game but later on mid to late your riles are mostly useless with out bars. Zooks was kind of a luxary item but necessary for axis light vehicle spam, but nades I almost always bought you need them to take out infantry garrisoned in buildings and support weapons and now more than ever.

This has been the same for a long time now rifles don't beat grens heads up anyway I dunno who is the one with that idea to begin with cause they just don't and are majorly out classed even with bars compared to grens with 42s. Gren blobs with 42s beat para troopers. Also they frequently wipe retreating 1 or 2 models and riflemen almost never wipe a 1 model gren retreat which is kinda BS.

Right now USF is being put into a huge man power hurt, and extreme reliance on munitions and we are not getting enough to be able to deal with multiple threats at all. Also our tech cost for these things and being forced to make m20 or flak trucks almost every game is imo delaying the sherman for way too long.

Also why the F can strums dps down a emplacement that is broken as hell and makes no sense assualt engineers can't do that to bunkers. USF needs a mortar bad and not a shit one an incredibly accurate one like OST has.




If you think a mortar is going to worry a mg42 that is supported by halftrack then your going to be disappointed. A mortar will be more effective vs grens.
27 Jun 2015, 14:54 PM
#133
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1



If you think a mortar is going to worry a mg42 that is supported by halftrack then your going to be disappointed. A mortar will be more effective vs grens.

...I don't see how Grens with a 251 will die any worse than an HMG42 with a 251.
27 Jun 2015, 17:02 PM
#134
avatar of wandererraven

Posts: 353

normally USF late is bad now their got Early bad too
and how long to new patch coming
27 Jun 2015, 17:22 PM
#135
avatar of daspoulos

Posts: 1116 | Subs: 1

Permanently Banned
Reduce manpower bleed, buff bazooka damage, combine bar and bazooka upgrade. Reduce riflemen cost, nerf dps. Add 60mm mortar. reduce pak howitzer cost. Slightly nerf scott AOE by like 10%. Nerf jackson AP rounds to 200 damage. Give m20 binoculars/spotting scope, remove armored skirts. Buff ambulance speed.
Buff major arty, reduce pathfinder weapon slots to 1 from 2, give assault engi received acc modifier of .87, change defensive stance so it can't be popped in combat.

This would fix a lot of issues.
27 Jun 2015, 17:27 PM
#136
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned
Reduce manpower bleed, buff bazooka damage, combine bar and bazooka upgrade. Reduce riflemen cost, nerf dps. Add 60mm mortar. reduce pak howitzer cost. Slightly nerf scott AOE by like 10%. Nerf jackson AP rounds to 200 damage.



nurf rifle dps, while they suffer in the late game even now. in addition, they only have paras to replace them

nurf scott? it was already nurfed so L2P

nurf jackson, usf's only late game AT weapon

What a joke
27 Jun 2015, 17:30 PM
#137
avatar of Alexzandvar

Posts: 4951 | Subs: 1



nurf rifle dps, while they suffer in the late game even now. in addition, they only have paras to replace them

nurf scott? it was already nurfed so L2P

nurf jackson, usf's only late game AT weapon

What a joke


They reduced the Scotts 1 shot radius by like 3% dude. And the Jackson AP rounds having 240 damage is a bug.

(And rifles being much cheaper while having slightly less dps would be better for USF late game because it's the DPS of BAR's/1919's that matter late game not M1's)
27 Jun 2015, 17:33 PM
#138
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned


They reduced the Scotts 1 shot radius by like 3% dude. And the Jackson AP rounds having 240 damage is a bug.

(And rifles being much cheaper while having slightly less dps would be better for USF late game because it's the DPS of BAR's/1919's that matter late game not M1's)


Scott dmg was reduced fromm 100 to 80

ap rounds are not a bug, its supposed to increase pen and dmg

bars don't cut it and they always drop, rifes need a vet re-work

any more bullshit?
27 Jun 2015, 17:58 PM
#139
avatar of Alexzandvar

Posts: 4951 | Subs: 1



Scott dmg was reduced fromm 100 to 80

ap rounds are not a bug, its supposed to increase pen and dmg

bars don't cut it and they always drop, rifes need a vet re-work

any more bullshit?


Not it wasn't, the Scott just does 100 damage over a slightly smaller radius, but it still can 1 shot a squad very easily due to clumping. Like a half a second look in the stats could tell you this.

AP rounds per Relic was confirmed as a bug for being 240 when it should be 200. They are only supposed to increase pen.

And BAR's don't cut it? lol, all weapons that you pick up from racks have a decent chance of dropping it's to balance out being able to upgrade all your squads without restriction (other than the 2 weapon limit).

I agree that BARs and Zook upgrade should be merged and that Zooks need help, but you just play down USF's strengths and spout wrong stats in order to try and make a case that they are unplayable when they patently aren't.

Gren Vet:

Unlocks the 'Field First Aid' ability
+40% accuracy, +25% Riflegrenade range
-20% cooldown, -25% recharge time for Panzerfaust, -23% received accuracy

Rifle Vet:

Unlocks the 'Anti-Tank Rifle Grenade' ability
-23% received accuracy, -20% weapon cooldown
+30% accuracy, -50% ability recharge time, +25% grenade range

Guess grens need a vet rework to? lol
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