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>Nade tech: while USF nades are potent AF vs squads in green cover, building clearing, the costs of the nades, and the cost of the tech, often makes it hard to fit into the tech pacing of the game outside of 1v1. To counter the early armor, you must rush t2 in 2v2s+ or risk early armor getting the best of you. The lack of fuel means you cannot get nade tech, and the cost of 30 muni nades + tech means that you are behind in both tech and muni for mines making it hard to counter light vehicles.
The major tech rolls out late where a p4 making it hard to get an M4 advantage and now with the DBP buff to p4 makes the unit fit rather oddly into the tech.
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USF needs something and if you must nerf others to make the faction play more A symmetrical so be it but as its stands USF requires the most micro, most cheese, and the most talent and map awareness to get it to work in coh2 past 1v1s
Anything else you guys can add? I mean I could go on for days about the lack of building clears (flamethrowers) or lack of scout cars (wc51) in base tech to help flank but you get the gist.
Dont take my ideas as "this needs to happen" but they are issues surely and at least the small mine changes are a step in the right direction.