Ahh, yeah, USF is lacking many features/unit types. I'd like to think that this is because theyre built around (and essentially compensate for everything else with) their core infantry, but I suppose that's not quite the dynamic we currently have in the current state of COH2.
It WAS built around infantry.
This was before team weapons buff.
Instead of the retorical question "why the enemy faction grass is greener ?" can we start thinking about a better one ?
Like, what usf lacks exactly.
Well, usf lacks three things
1) FBP jackson, MIND, NOT BECAUSE ACTUAL IS UP, simply because it can happen to be situational as tank destroyer and less favorable over other kiting vehicles like m10, thus a rework intended to make it a firefly-like sniper is only an advantage.
A tank destroyer being focused on speed is ok, but m10 is enough for that.
2) Normal at gun with penetration for heavies not linked to a muni ability, yet with nerfed fire rate (because it actually looks like it's manned by jamaicans on drugs), i like the idea of a uber at gun that compensate dps with penetration, but just makes light vehicle play frustrating and late game usf muni based.
A mp increase would be required.
In addiction, zooks perfectly fullfill the soft at needs...soo...
3) To freaking lose the second bar option, and a rework of tech so aaht goes to captain in place of stuart (FBP) because the actual tech system links 2 suppression platforms to a tier and the at options to another.
Late game usf has scott, shermans, but also rangers, para, and the hmg with the second highest dps in game and vet0 ap rounds on top of that.
The fact that you get the option to turn your mainline in the only ai you need is retarded.
Mortar should disappear in favor of tier 0 usf smoke tho, while it is silly that an unvetted squad can't use at grenades, those should take the smoke grenade place in side teching.
Scott FINALLY wouldn't get to be overshadowed as it gets smoke other than normal shells and barrage attack.