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How USF faction should have looked like

29 Aug 2017, 15:30 PM
#1
avatar of karolllus

Posts: 172


NEW USF DESIGN

T0: Rear Echelons, Rifleman, WC51, Ambulance
T1: LT, .50cal, AT gun, PAK howie, M20
T2: CPT, AAHT, stuart, Scot
T3: MJR, sherman, easy eight, jackson

- USF mortar removed
- FRP moved from major to ambulance and locked behind upgrade in hq available after you reach t1/t2; this way ambulance would work as a mobile hq
- weapon racks changed to on field weapon upgrades with delay

This might not be the best way to design usf but its way better than how the faction currently looks. I know the game is dead and there probably wont be any more patches. But still its nice to dream for a while.

I think that with this sort of tier composition the faction would be not only mobile but would provide different playstyle options while preserving its main mobility theme and have hard counter to any enemy plays.
29 Aug 2017, 16:23 PM
#2
avatar of some one

Posts: 935


- USF mortar removed


You are so wrong in 3 vs 3 or 4 vs 4 4 Werm vs 4 USF. Wermacht pin USF to the base sector just using MG42s and PIOs...
29 Aug 2017, 16:44 PM
#5
avatar of Jae For Jett
Senior Strategist Badge

Posts: 1002 | Subs: 2

I think the putting the wc51 in t0 would end up being too strong. Usf having its mortar removed would hurt badly, but if you play carefully enough in the early game, i imagine a buffed pack howitzer could neutralize the issue. The wc51 and lack of a mortar obviously could have been balanced around if this is how USFs design actually was, but i think a slightly more fundamental issue is that i dont think captain would be teched much since lieutenant would offer two weapon teams and a scout vehicle. Of course, if the teching is linear, then this would solve a lot of issues, but it brings up a lack of indirect fire. Having to wait multiple tech tiers to get an indirect fire weapon would be a little too much, i imagine.
29 Aug 2017, 17:01 PM
#8
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36

Back to the Topic.

Invisbled some threads.
29 Aug 2017, 18:58 PM
#9
avatar of adamírcz

Posts: 955

It would certainly work better than the current design...and no, I havent read it, yet.
But everything would work better than the current US design
29 Aug 2017, 21:35 PM
#10
avatar of Tiger Baron

Posts: 3145 | Subs: 2

I'd rather play with the CoH US Army with the added FPF from CoH 2 and some sort of additional repair.

Also, why was he banned?
29 Aug 2017, 22:33 PM
#11
avatar of Mr.Flush

Posts: 450

I think the putting the wc51 in t0 would end up being too strong. Usf having its mortar removed would hurt badly, but if you play carefully enough in the early game, i imagine a buffed pack howitzer could neutralize the issue. The wc51 and lack of a mortar obviously could have been balanced around if this is how USFs design actually was, but i think a slightly more fundamental issue is that i dont think captain would be teched much since lieutenant would offer two weapon teams and a scout vehicle. Of course, if the teching is linear, then this would solve a lot of issues, but it brings up a lack of indirect fire. Having to wait multiple tech tiers to get an indirect fire weapon would be a little too much, i imagine.


Pak Howie works in 1v1, but people build walking stukas in larger game modes. However, pak Howie would solve a lot of issues if it more usable.
To the op:
I want my Willys and maybe have the at gun unlocked at any tech.
Relic probably does not care though. The only changes you will see will be in customs.
30 Aug 2017, 00:20 AM
#12
avatar of LoopDloop

Posts: 3053

I think the putting the wc51 in t0 would end up being too strong. Usf having its mortar removed would hurt badly, but if you play carefully enough in the early game, i imagine a buffed pack howitzer could neutralize the issue. The wc51 and lack of a mortar obviously could have been balanced around if this is how USFs design actually was, but i think a slightly more fundamental issue is that i dont think captain would be teched much since lieutenant would offer two weapon teams and a scout vehicle. Of course, if the teching is linear, then this would solve a lot of issues, but it brings up a lack of indirect fire. Having to wait multiple tech tiers to get an indirect fire weapon would be a little too much, i imagine.

That's what I thought. Scott would also be kinda op in cpt tier because he main downside of the Scott is it comes at the same time real tanks do, but putting it in cpt would remove that major disadvantage and make it really really good. WC would also definitely have to be changed a bit to keep it balanced.

But like op said, it's just a dream...
31 Aug 2017, 22:21 PM
#13
avatar of Mittens
Donator 11

Posts: 1276

Adding a WC-51 would help USF navigate around MGs so grenades might be effective, would still require WC51 cost reduction fuel wise. USF nades would need Bigger AOE or Better building clear but the mortar isn't a necessity. The problem with the mortar is we didn't adjust anything else except to just throw it in there, nade tech is already expensive, the smoke takes 4 ever to fill, and far mg42 suppression puts a squad on the ground crawling in 1-2 vollys (depending on cover).

I like the Idea of the scott be in t3 as well as moving the pak out to t2 (which will let it come earlier possibly negating the need for mortar).

Another thing I like in this is the 76 Sherman taking the place of the Scott in tech tree. It negates the engine issue of "substituting models" which is why we never got a 76 upgrade for the normal Sherman. Along with that would give USF a little bit more flexibility and would help spice up the late game when super heavy TDs hit the field and its impossible to move as USF.


Even still the game wont be getting a patch for awhile at least but we can always dream.


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