Hi there.
I have been playing USF a lot lately and I can't stop but having the feeling that half of their units are just way to clumsy and flimsy. A lot of units still have issues, especially with pathing, attacking, their 'functional' abilities and just out right uselessness. I have made a list with things that annoy me beyond belief with the USF faction, things I think most of you will recognize. I hope these issues will get more attention and will eventually get fixed this way.
- Vehicle crews
There are two issues I encounter with vehicle crews, one being that they almost all of the time run to a nearby tank to go and repair that tank instead of their own. It makes no sense to do this and if you have 3 or 4 tanks, you have 3 or 4 vehicle crews all repairing one tank, which increases the risk of them getting killed and your tanks stolen.
The other being that if you are repairing your tank, there sometimes occurs a bug. A bug that pretty much screws you over and can cost you a game. If you are repairing your tank and you are suddenly under attack and need to quickly recrew your tank, you can't. The repair icon will hover over the tank if you put your mouse over it, without ever giving you the recrew icon, no matter what you do, no matter what button (even hotkeys) you press, you can't get rid of the repair icon. There is no way in hell to get in the tank until it gets repaired. I lost multiple sherman bulldozers, M10s and even Jacksons to this horrible bug.
- Assault engineers
These units are supposed to be assault engineers. They can do their job pretty fairly, but even in the first engagements of a round, they will drop models way to quickly. Later on in the game they are pretty much glass cannons that can't get in range without losing at least a model. I can't recall how many times I lost an assault engineer squad on retreat that had 3 models left and at least 60% health. They feel clumsy and fragile, even more so than fallshirmjeagers to me. They at least need some viability in the late game.
- Riflemen
They have been greatly improved, yet their annoying smoke grenade bug still exists. Riflemen that are ordered to fire a smoke grenade will 90% of the time fire a kind of dud round first, with no bullet actually traveling let alone smoke, this delays the smoke for another 2 to 3 full seconds, which can be very decisive. Another nuisance is that sometimes this dud shot can actually reveal your unit and an LeIg will start firing at you, and we all know they hit on the first shot!This bug should be worked out asap.
- 57 mm at gun
This at gun has a great veterancy ability and a great AP round. Yet it can be decrewed by a summer's breeze. One single squad firing at it can reliably decrew this weapon. A rifle nade will surely guarantee it's death. Although it has great abilities, it is not a reliable at platform, since it can die to pretty much everything in under a few seconds.
- sherman bulldozer
This unit just feels useless. It can't hit anything if I can exaggerate and it just feels like a driving meat shield that can take pak shots or raketten werfer shots while a useful standard 75mm sherman drives up to kill something. It is a high cp unit, it shouldn't be useless.
- Captain
Perhaps the captain shouldn't have joined the army, instead he should have become a dancing instructor. I don't know what it is but as soon as you order the captain to fire at anything, the unit starts to wildly disperse and move around, wasting a good second to 2 seconds in a confrontation, usually dropping some health in the process. Why on earth does this unit do this and why does it do it all the time. It makes no sense and usually results in a lot of missed opportunities.
- Major
This units seems to have no function apart from being a forward retreat point. He takes up pop cap, has an artillery strike that you need to active about 20 seconds in advance and has no other capabilities that give you any advantage. Make it useful or remove it, it is dull.
- RNG bombs
The fact that they are called RNG bombs by the playerbase is enough of a shame already. RNG bombs can reach beyond their designated circle and usually hit nothing, or rektify you entire army in one or two hits. Apart from this, it doesn't matter how far backwards you use the ability, it will still creep forward towards your own units, totally nullifying the reason for even having a circle of effect on the map. This should be changed immediately.
- USF Tank destroyers
The pathing on these fragile units is just utter garbage. They are paper tanks and can crush (m10) pretty fairly, but this is a huge risk on its own. They are fast and mobile yet feel like they are driven by a child that is driving their unicycle for the first time. How many times I gave a Jackson the command to reverse and it still tried to turn is beyond me, I just hate the thing's pathing.
This pretty much sums up what in my eyes what needs to be fixed for USF still. If you feel like adding something to the list, go ahead, the sooner USf get's their bugs and useles units fixed, the better!