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russian armor

USF so worthless

7 Sep 2015, 14:48 PM
#61
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

lmg 34 120 muni

and this guy is strategist

this game will never be balanced

I wouldn't say 120, but that wouldn't be far off the mark to its true value. It has 3 less DPS than 2 M1919A6s, but doesn't lose DPS at any range, doesn't go prone when standing still, and has a better moving cooldown by 0.25 and moving accuracy by 0.5.
7 Sep 2015, 15:03 PM
#62
avatar of Australian Magic

Posts: 4630 | Subs: 2

lmg 34 120 muni

and this guy is strategist

this game will never be balanced


Damn, you have some troubles with reading and whining just for whine without understanding things.
You said 100% income for OKW.
I said sure, but increase price for teching and other uogrades, like Lmg to 120.
7 Sep 2015, 15:05 PM
#63
avatar of __deleted__

Posts: 830


What are you talking about man, no offence? Are you sure you actually read my post? Especially the part where I referenced Armour doctrine? :)

Also, you are free to consult my playercard, I have quite few US games logged, probably alot more than you...
US At guns are the worst in the game? Jesus dude. Ever tried a Raketen, Soviet 45 mil? Take aim is the best AT gun vet ability in the game after TWP, and the only real drawback of US at guns is that their crews can be lasered down quickly by LMG grens. If you are facing a heavy tank and are having trouble penetrating it, there is always HVAP....


You referred to teching and it unlocking the at gun and the M10. Needing to go Armor Doctrine every game isn't much of a viable faction now is it?

Raketten penetrate more reliably than the USF at gun. Yes take aim is a great ability, yet if the gun doesn't penetrate any front armor in 90% of the cases, it still doesn't help your at gun.

HVAP? Have you even read my previous posts? The HVAP also has problems penetrating front armor reliably. I know some people refuse to acknowledge this, yet it is the truth.. Rubbish penetration with the rng in this game.
7 Sep 2015, 15:07 PM
#64
avatar of __deleted__

Posts: 830



Panther, Tiger, P4 < Jackson. Jackson out distances them all. If micro'd correctly you have the advantage. If they try to rush your Jackson have At to use Jackson as bait. Boom gg Axis. Rifleman outscale, have nades, smoke, scott wipes just about any infantry from a distance. Only thing that the Usf doesn't have is something to counter Elephant and Yag. By late late game, it's over for USF in those terms.


You do understand that Axis alwyas have shreck squads or pak support around? Jackson has paper armor, a few hits and it is dead.
7 Sep 2015, 15:14 PM
#65
avatar of __deleted__

Posts: 830



50 cal, stolen mg42? Those should supress just fine... Not to mention scott in the background would clean house pretttty easy. You tell me a Ostheer unit that has the ability to one shot squads at a distance.


Brumbarr :foreveralone:

But can't you see the pattern that is going in your reasoning. It all requires the USF to either steal something from the Axis side, or have a very good map to play on. USF needs to either steal an MG to get a good mg, a mortar to even get a mortar, a Pak or Raketten to get a good at gun, a Panther to get a good medium tank, a panzershreck to get a good handheld at weapon and the list goes on.

A faction that needs to steal anything it can to just get around, such viability :foreveralone:
7 Sep 2015, 15:18 PM
#66
avatar of AvNY

Posts: 862



50 cal, stolen mg42? Those should supress just fine... Not to mention scott in the background would clean house pretttty easy. You tell me a Ostheer unit that has the ability to one shot squads at a distance.



"stolen mg42?"

What is wrong with this statement when discussing faction balance and utility?

Sort of like COH1... How many Axis ever stole a US mortar?
7 Sep 2015, 22:13 PM
#67
avatar of __deleted__

Posts: 1225

jump backJump back to quoted post7 Sep 2015, 14:08 PMAvNY
It might prve true that USF are powerful in the right hands. And perhaps even in greater than 1v1 (though that is doubtful based on the #'s of even the best players).

All of that might be "OK" except it was sold to "regular" players as a balanced faction that was more powerful early game.

Of course if you win too many early games then Axis tears flow (heck, with UKF we see they flow even when they win early games) and the early game gets nerfed. Which is why asymmetrical balance is just stupid.

As a "special flower" of a faction it should have been a free war drop for those to use who wanted to. Relic hurts their reputation by designing something that is only good in the hands of really good players and then charging people $13 for it. Powerful abilities that come a the cost of micro should not come stacked on top of each other. Your "free" officers shouldn't cause to to lose the pop you need in order to build the units they made possible.


Avny, I am a pretty mediocre player, and I have a much easier time winning against strong opponents (as in top 50+) when playing US then ie. when playing OH. Now of course that might come down to my particular preferences in playstlye etc and therefore not be overly meaningful, and I can understand why people consider US to be weak in large teamgames, after all, the accelerated tech and increased resource income diminuishes their stronger early game (and god knows it is stronger), but in 1v1 my experience is far from being solely anecdotal. Just look at the winrates in the recent patches among top 200 players...the narrative of US being noncompetitive simply does not agree with the evidence.
7 Sep 2015, 22:23 PM
#68
avatar of Alexzandvar

Posts: 4951 | Subs: 1



Damn, you have some troubles with reading and whining just for whine without understanding things.
You said 100% income for OKW.
I said sure, but increase price for teching and other uogrades, like Lmg to 120.


OKW munition abilities cost what they do based on having 80% munitions income, so if you gave OKW full income the price of an LMG34 would be 75, not 120.
7 Sep 2015, 22:52 PM
#69
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

The salt levels are too high in this thread, everyone stay away
7 Sep 2015, 22:56 PM
#70
avatar of VonIvan

Posts: 2487 | Subs: 21

My USF experience thus far.
7 Sep 2015, 23:42 PM
#71
avatar of BeefSurge

Posts: 1891

Make Take Aim! free and a vet 0 ability, make AP rounds vet 1 ability...and buff them.
7 Sep 2015, 23:43 PM
#72
avatar of __deleted__

Posts: 1225

My USF experience thus far.

Yep, I look at your winrate, and its a mere 10-15 % higher than your Prostheer/OKW. You're in a bit of a different league, but... that we kinda have in common.
Clearly US is worthless/rageinducing.
8 Sep 2015, 05:46 AM
#73
avatar of Dr. Green Thumb

Posts: 132

This thread is full of salt. Let's all be friends :)

Anyway, from my perspective, USF is weak late game. It's always been like that, since CoH 1. Yes, CoH 1 had a Pershing, but it was doctrinal. So according to a few on this thread, the US only has a chance if you pick one doctrine?

I'm doing just fine with US (1v1, dunno about anything else). Heavy tanks can't be everywhere at once. PIVs and PVs are clearly better than the regular M4 Sherman, but they take longer to pop out. Plus the M4 murders infantry and Paks. For me at least, there has never been a game when a PIV dominates or even a panther. I barely even see Panthers actually. Everyone just wants to save up for a heavy and thats fine with me because that means they will have no tank support for 25 minutes.

Mines would go a long way to help the US. It promotes the US early game meta by being able to hold on to captured territory. A heavy tank with a damaged engine is worthless. US armor is fine. US AT is fine. More scaling is very helpful and welcome. A weak, mobile mortar would be nice as well.

But anyway, just because US is weak late game doesn't mean it's impossible to beat OKW or OST. Just like it's not impossible to win as OST and OKW if you get dominated early on. As a whole US seems just as strong as Axis.
8 Sep 2015, 06:32 AM
#74
avatar of Volsky

Posts: 344

Lategame vCoH US was by no means as weak as people make it out to be. We seem to be forgetting the utter troll that was a pair of RRs, and how the 40 MU AP rounds ability on the M1 57 mm was a massive, throbbing cock of an F U button against pretty much anything on treads. Pop it, and enjoy nearly guaranteed penetration vs. anything that's not a KT. Damage through the roof etc, only issue was that the 57 seemed to be built by a gentle old grandmother, knitting it in her rocking chair (unless you chose armor doc, if you did, then it was just stamped out of a single piece of sheet metal and shit out in ~5 seconds ))))))) ).

Anywho, I really fail to see the point of the USF. Their infantry is...meh, and the only inf that bleeds harder than Rifles are Tommies, and Tommies can lay the boots on Jerry tbfh. Their 'WAW MOBILITY' Sherman is basically a re-skinned clone of the T-34-76, and, oh, is mirrored (as far as I know) by the new Cromwell. Their ATG is worse in every respect, other than +10 range which...really doesn't count for much. Sappers (ain't no stinkin Royal Engineers...only Sappers!) are far and away better than RE. The Jackson trumps the Firefly, that much is true, but you don't have much to meatshield for it. I just...there's nothing to do that's outside the box for the USF.

The enemy knows EXACTLY what's coming unless you attempt some braindead Cheesetruppen-RE spam build, and that just doesn't work. It then comes down to who executes their going-through-the-motions routine the best. That magical timer is always counting down, since there comes a point where you simply can't keep up with the micro burden, attempting to keep EVERYTHING moving, spitting out all of the abilities (smoke, HVAP, smoke, grenades, smoke, mines, smoke...did I forget smoke?) that you absolutely must make use of to get the most out of the factions.

The most irritating issue for me is the lack of field control, per se. Without docs, you get no mines, no sandbags (and when you do get them they die if they get sneezed on), no elite/CQ infantry, no specialist assault/AT troops (double bazooka rifles/REs/Captain? AT Inf? HAH!)... I mean, yay, you get tanktraps and wire, that's something, I guess. The HMG is meh, expensive, and tends to drop dead thanks to the excellent coding quality from Lelic (COUCH rec. acc. mods COUGH). Pak Howie is still 480 MP, 11 pop, yes?

The list goes on; tl;dr, they're stale and boring and repetitive to play, you need to be smoking crack to effectively micro everything, and every second the game goes on, you start to lose. Hard. And that's assuming you're "winning" at the outset.
8 Sep 2015, 06:33 AM
#75
avatar of Nabarxos

Posts: 392

This thread is full of salt. Let's all be friends :)

Anyway, from my perspective, USF is weak late game. It's always been like that, since CoH 1. Yes, CoH 1 had a Pershing, but it was doctrinal. So according to a few on this thread, the US only has a chance if you pick one doctrine?



vCOH americans were ok late game,they had many non-doctrinal and doctrinal unis that were FANTASTIC late game

here the Americans have useless units EVERY SINGLE ONE OF THEM
8 Sep 2015, 06:37 AM
#76
avatar of dasheepeh

Posts: 2115 | Subs: 1



I am getting sick of needing to play the soviets for just some allied fun. I don't have brits, soviets are getting old.

Axis, well that gets old even quicker :foreveralone:


why wouldnt you get brits
8 Sep 2015, 07:42 AM
#77
avatar of Dr. Green Thumb

Posts: 132



vCOH americans were ok late game,they had many non-doctrinal and doctrinal unis that were FANTASTIC late game

here the Americans have useless units EVERY SINGLE ONE OF THEM


Yea, I guess your right. I didn't really think of Rangers and especially the paratroopers with RR (mentioned in the previous post). It's been too long!!

I'm being swayed. USF could really use some more unit diversity. I never see paratroopers. Actually, in 90% of games the only damn units I every play against are Rifles, RE, M5s and Shermans.

Basically, I really don't mind no heavy tank if it's compensated by some better AT infantry and mines.
8 Sep 2015, 12:52 PM
#78
avatar of Blalord

Posts: 742 | Subs: 1

What changed in this patch for USF other than buff howitzer and insane flamer buff ?
8 Sep 2015, 13:20 PM
#79
avatar of Burts

Posts: 1702

What changed in this patch for USF other than buff howitzer and insane flamer buff ?



The fact that grens accidentally got a 9% durability buff and a 15% accuracy buff making them beat cons/rifles early game with ease.


By the way, this bug is why one of the main reasons why UKF early game is so shit, if not, IS would actually be mostly on par with grens in the early game.

Too bad relic doesn't understand that this bug is completely gamebreaking and won't hotfix it, so we have to wait for patch :snfPeter:
8 Sep 2015, 13:37 PM
#80
avatar of dasheepeh

Posts: 2115 | Subs: 1

jump backJump back to quoted post8 Sep 2015, 13:20 PMBurts



The fact that grens accidentally got a 9% durability buff and a 15% accuracy buff making them beat cons/rifles early game with ease.


By the way, this bug is why one of the main reasons why UKF early game is so shit, if not, IS would actually be mostly on par with grens in the early game.

Too bad relic doesn't understand that this bug is completely gamebreaking and won't hotfix it, so we have to wait for patch :snfPeter:


this is the reason i have quit playing 1s as USF this patch until the next one, because seeing your 280mp rifles (that are supposed to dominate early game) losing every engagement, no matter what you do, to grens is way too much fun for me to handle.

but hey why hotfix this right
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