USF players, how are you finding the new Tech Revamp?
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Can't say I like the Bar transfer from the Lt to the Cpt and costing muni on top of it. It removes the USF ability to be all-in offensive in the infantry war, and together with it, some of the faction's unique strength and feel.
It's true that the lack of the starting BAR has weakened the Lieutenant a bit, but it would have been crazy strong as the third unit.
However, the Lieutenant hits the field faster, and double teching Lieutenant/Captain without buying the LV unlocks also unlocks Major. That's two 300 MP squads for 400, and you've got your HMGs and AT guns available.
The BAR and Bazooka being swapped between LT and CPT is actually pretty smart. It gives you a reason to consider going Captain first. Otherwise, LT would be the strictly superior first pick in all teching paths that involve it.
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Can't say I like the Bar transfer from the Lt to the Cpt and costing muni on top of it. It removes the USF ability to be all-in offensive in the infantry war, and together with it, some of the faction's unique strength and feel.
But now the USF get much faster access to .50 cals. If the LT still had the BAR that would've made the LT tier godlike AI and it would've either snowballed the early/mid game or forced enemies into LV play. Now there's the added benefit that the LT tier has soft AT and as Lago said, that the captain is more attractive as first choice.
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One note, pathfinders should probably have to buy their guns like jaegers, its very strong early game.
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One note, pathfinders should probably have to buy their guns like jaegers, its very strong early game.
They are not like Jaegers, who have Kar98K and thus do not have shock value. The Pathfinders however have airborne carbines that have excellent DPS so their 2x M1 Garand sniper is actually what makes them counterable early game. Volks and Grens can charge them and 1v1 them at close-mid range because after dropping 1-2 models the PF will be left with only 2x snipers with no DPS at close ranges.
The current implementation should be counterable. If it proves too strong after all, their entire weapons profile (before upgrading) would have to be changed.
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You got options and can come up with some interesting builds, depending less on 3-4 Rifles because you couldn't tech and floated too much MP early on, will keep testing today.
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The bazooka/BAR switch is great. The rest will need getting used but the tech change does not address any of the problems the US had. Early rifles are still as cost-ineffective as they ever were. Ambulance is still as unpractical as it ever was. Early M2 seems nice against OST but useless against OKW. All in all, some 8 games in and the great USF question still remains - what is going to be done about Volksgrenadiers?
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I am switching OKW ez mode with Spaming JLI in team games
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I don't know why Thompson is so tabooed in this game.
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MORON "community group" spoils airborne company
Useless 2 skill(50cal, 57mm drop) still in here and there will be no hope
I like airborne more now. Pathfinders at cp 0 is great, helps you avoid/flank MG42s. The weapons probably should be 1 commander ability kinda like the brit drop that *use to give* 6lber and Vickers. That said I always put down a muni cache or 2 when I go airborne and I think anybody picking that commander probably should too. Plan ahead for that need
*thx vipper
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I like airborne more now. Pathfinders at cp 0 is great, helps you avoid/flank MG42s. The weapons probably should be 1 commander ability kinda like the brit drop that gives 6lber and Vickers. That said I always put down a muni cache or 2 when I go airborne and I think anybody picking that commander probably should too. Plan ahead for that need
UKF ability has been changed provides a mortar and an ATG (and faster movement reinforcement and a medic kit)
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UKF ability has been changed provides a mortar and an ATG (and faster movement reinforcement and a medic kit)
Oh I missed that in the notes, I like that change a lot. Do you agree about the airborne drop being merged?
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