
How to enhance USF early game options?
30 Jul 2015, 20:29 PM
#1

Posts: 114
would love to hear some of your ideas on how to enhance early game options for the USF, I personally would have gone for indirect fire but i'm sure there are more creative ideas out there and i would like to discuss them. Only interested in talking about the early (and maybe mid) game, please no talk of jumbo Sherman or Pershing 

30 Jul 2015, 20:31 PM
#2

Posts: 372
t0 mortar, and possibly buff Re's to be like 180 mp ostruppen.
30 Jul 2015, 20:36 PM
#3

Posts: 141
Other than T0 mortar this is one of my suggestions:
http://www.coh2.org/topic/36929/suggestion-rear-echelon-rework/page/2#post_id359210
http://www.coh2.org/topic/36929/suggestion-rear-echelon-rework/page/2#post_id359210
30 Jul 2015, 20:43 PM
#4

Posts: 2561
1. Add T0 mortar for indirect for a conservative opening. (Should have fast setup time to keep in line with USF mobility)
2. Move WC51 Jeep from mechanized to T0 as well for a mobile aggressive start and scouting perposes. Also helps deal with snipers. (Replace with jeep related ability in mechanized)
2. Move WC51 Jeep from mechanized to T0 as well for a mobile aggressive start and scouting perposes. Also helps deal with snipers. (Replace with jeep related ability in mechanized)
30 Jul 2015, 20:54 PM
#5

Posts: 4951 | Subs: 1
Tone down rifles offensive power but make them cheaper (similar volks kinda), make rear echelons like osttrupen and sprinkle in some more weapon teams.
30 Jul 2015, 21:11 PM
#6

Posts: 278
I'd really like a t0 jeep, but I'd settle for a cheap mortar with smoke.
30 Jul 2015, 21:21 PM
#7


Posts: 1276
Give jeep, keep wc51 in doctrine. make nade package 15~ fuel.
The mortar is not what USF needs (we saw that in the alpha), it was a horrible unit and USF is already pretty hard with its mp needs.
The mortar is not what USF needs (we saw that in the alpha), it was a horrible unit and USF is already pretty hard with its mp needs.
30 Jul 2015, 21:27 PM
#8

Posts: 1044 | Subs: 1
Decrease the 50 cal dmg a little and move it to t0, and a cost decrease.
30 Jul 2015, 21:46 PM
#9


Posts: 1194 | Subs: 1
The mortar is not what USF needs (we saw that in the alpha), it was a horrible unit and USF is already pretty hard with its mp needs.
Really? I quite liked it. The Barrage sucked, but the smoke was a very useful addition to US early game. Did it need tweaks? yes. But it had potential.
30 Jul 2015, 21:47 PM
#10

Posts: 314
There's no need to enhance USF early-game since they excel at it compared to every other faction.
PAGES (1)

1 user is browsing this thread:
1 guest
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.43163.872+9
- 2.59482.879+8
- 3.800454.638-1
- 4.13044.747+4
- 5.286162.638+4
- 6.313114.733+9
- 7.17951.778+2
- 8.17773.708+3
- 9.374255.595-2
- 10.371284.566-1
Replay highlight
VS
-
cblanco ★
-
보드카 중대
-
VonManteuffel
-
Heartless Jäger

Einhoven Country

Honor it
14

Download
1358
Board Info
388 users are online:
388 guests
1 post in the last 24h
9 posts in the last week
72 posts in the last month
9 posts in the last week
72 posts in the last month
Registered members: 53380
Welcome our newest member, ww88hcomco
Most online: 2043 users on 29 Oct 2023, 01:04 AM
Welcome our newest member, ww88hcomco
Most online: 2043 users on 29 Oct 2023, 01:04 AM