Is USF punishing to play still?
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reason why is from the way I see it axis seems more forgiving to play than USF.
Maybe play some (any?) games as other factions to improve your perspective!
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DevM win Romeo tournament with USF
DevM would do this with a block of coal, a slingshot and a toy car.
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DevM would do this with a block of coal.
lol . u cant say KoreanArmy was a bad player though
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Especially shermans with triple reload bulletins and vet 3 reload modifiers. Badass fury-like tank crews man.
TBH, it isn't that micro intensive anymore. You get used to vehicle crews after muscle memory kicks in and you just click repair and shift for recrew to know when the tanks ready to go again.
Everything else about the faction is pretty simple after that, especially since ambulance is now a lockdown ability. It isn't as hard as it used to be and I'd say it's actually the easiest faction to get an hang of.
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There are a lot of quality of life things that you have to be mindful of - weird access to mines, walking back to weapon racks, 'finicky' Sherman smoke, paying munis every engagement, but that's just something to get used to and it's getting easier all the time.
The main gripes I have with USF are that I find myself paying fuel for units I need to keep pace which very quickly become obsolete. Fuel spend for other factions carries through to late game better - for example su-76 or quad aa - whereas if you want a Stuart or AA ht late game you have to put more effort into microing them than you get reward out. That's personal opinion though.
Faction gaps are also a bit annoying - Lack of turtle breaking indirect fire is a big problem in 2v2 up, but its livable with ATM. The mg is also (personal opinion) a bit pants. They have no medium tank destroyer - only the "heavy" tank destroyer Jackson with the armour and HP pool of a t3. It's potent but requires micro, and I have serious reservations about how USF can effectively kill panthers.
The faction mostly works though. They are my absolute favourite faction, and don't require that good micro to be played at a reasonable level. To be great at them yes, it's micro heavy, but I'd argue to be great at any faction you need good micro.
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Other than that, except for maybe changing the major retreat point once in a while, I don't see what else is micro intensive about them.
On Contrary, I often see players blobbing several rifles in early game and be astonishing successful with it.
Pershing is coming, don't worry.
This picture is a fake... Pershing is comming but not that OP commander.
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The late game is definitely still punishing in large team games though, all your tanks (except for the Easy 8) have paper armour and you generally have to rely on teammates for good anti-tank support. If you can keep your infantry/pack howi alive though, you'll be in a great position, just the fact that you can lose a lot very quickly.
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On Contrary, I often see players blobbing several rifles in early game and be astonishing successful with it.
This.
USF is great now, I don't have much worries with them. It feels the german player must exercise way harder to win versus a similarly leveled USF player. And yes often a blob walks around killing stuff, smoking everything, pushing ever forward. With vet, it gets more and more easy to accomplish that.
I don't think that is all wrong, USF, as I understand, should be a strong, infantry heavy based faction. I think it's the lack of something for the germans that makes it so easy for the american player, though I can't put my finger on what it is.
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Fast forward to now, post patch, when the received accuracy buff has turned vet 3 Riflemen with BARs into stout-hearted warriors and suddenly late game USF play feels excitingly different. Throw Infantry company mines into the mix and yeah - honestly, the USF are in a pretty good spot right now. Freedom tastes pretty good.
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