USF - Worst faction in COH History
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Posts: 1891
Posts: 2561
Knowing relic they'll just buff rifles. Not that that's bad per se, but.Other then buffing their vet a bit, I really wouldn't want them to just buff rifles. Rifles are fine, it's the lack the effectiveness and veriety of support units that's killing USF. The reason the bleed is so bad is because rifles are doing the brunt of the work no matter what build you go for and like all general infantry the more they fights the more they bleed.
Posts: 1891
Posts: 1108
The USF MP bleed is just the worst.
and this will also apply for the brits
but hey they have much more options than USF early on
Posts: 424 | Subs: 2
Posts: 424 | Subs: 2
Posts: 1194 | Subs: 1
A mortar in t0 with good smoke would counter HMGs well, and without changing things in such a way as to require a radical redesign.
Posts: 2561
You guys are thinking way too broadly about this. Usf doesn't really need much, it just needs some kind of non munitions bleeding way to deploy smoke.USF's problems span much further then the just combating early game MGs.
A mortar in t0 with good smoke would counter HMGs well, and without changing things in such a way as to require a radical redesign.
Posts: 1891
You guys are thinking way too broadly about this. Usf doesn't really need much, it just needs some kind of non munitions bleeding way to deploy smoke.
A mortar in t0 with good smoke would counter HMGs well, and without changing things in such a way as to require a radical redesign.
I would still really enjoy some T1 buffs, and maybe an ambulance speed buff.
Posts: 1194 | Subs: 1
USF's problems span much further then the just combating early game MGs.
Yes, but it had always been manageable until now. The problem is that combating mgs with smoke and nades not only delayed tech, but made rifle weapon upgrades very difficult to aquire due to munition bleed.
The t0 mortar would help this. More may be needed, but I would like to see how the mortar works out.
Better vet for rifles would help as well, to reflect their higher price.
Posts: 762 | Subs: 4
With the latest patch I think USF is finally broken.
Absolute Rubbish... There are people at the top of the leaderboards who can beat number 1 axis players with USF. It's just a different playstyle but it is NOT impossible.
I'm not even going to explain the many ways you can overcome axis because I know that once people gain an opinion they won't shake it off However! You have to remember that there are people every day winning games against axis with USF.. even at top level play.
Posts: 4951 | Subs: 1
Yes, but it had always been manageable until now. The problem is that combating mgs with smoke and nades not only delayed tech, but made rifle weapon upgrades very difficult to aquire due to munition bleed.
The t0 mortar would help this. More may be needed, but I would like to see how the mortar works out.
Better vet for rifles would help as well, to reflect their higher price.
Rifles vet is fine (it's quite similar to grens) but it wouldn't hurt to maybe just throw the AT nade into the grenade package and make vet 1 give them a little better received accuracy and at vet 3 they get a 6th man.
Posts: 1194 | Subs: 1
Rifles vet is fine (it's quite similar to grens) but it wouldn't hurt to maybe just throw the AT nade into the grenade package and make vet 1 give them a little better received accuracy and at vet 3 they get a 6th man.
Doesn't need the 6th man, but I can agree with the vet1 change.
However, this may also require a look into elite rifles, as they would be much better at vet 1, not to mention vet 2.
Posts: 4951 | Subs: 1
Doesn't need the 6th man, but I can agree with the vet1 change.
However, this may also require a look into elite rifles, as they would be much better at vet 1, not to mention vet 2.
Elite Rifles as a concept should just be removed and replace with increasing the rate at which rifles vet up.
Posts: 306
balance, maybe
redesign LOOOOL
Posts: 611
lol i love how people actually think relic listens to faction redesign threads.
balance, maybe
redesign LOOOOL
You think relic changed Sov callins off their own volition.
Posts: 3103 | Subs: 1
Rifles vet is fine (it's quite similar to grens) but it wouldn't hurt to maybe just throw the AT nade into the grenade package and make vet 1 give them a little better received accuracy and at vet 3 they get a 6th man.
For posterity:
Riflemen
2: -23% received accuracy, -20% weapon cooldown
3: +30% accuracy, -50% ability recharge time, +25% grenade range
Grenadiers
2:+40% accuracy
3: -20% cooldown, -25% recharge time for Panzerfaust, -23% received accuracy
Posts: 1157 | Subs: 2
lol i love how people actually think relic listens to faction redesign threads.
balance, maybe
redesign LOOOOL
The most recent patch was basically all community sourced ideas. Gtfo troll.
Grenadiers
2:+40% accuracy, +25% Rifle grenade range
This was changed last patch, grens no longer receive the +25% riflenade range at vet 2.
Posts: 1891
For posterity:
Riflemen
2: -23% received accuracy, -20% weapon cooldown
3: +30% accuracy, -50% ability recharge time, +25% grenade range
Grenadiers
2:+40% accuracy, +25% Riflegrenade range
3: -20% cooldown, -25% recharge time for Panzerfaust, -23% received accuracy
Excluding the OKW, I thought that the more pricey a unit, the better it should scale with vet.
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