Nerf Howie, Nerf M20, Nerf M8 scout. What's next ?
Decrew is OP maybe?lolllll
Posts: 392
Nerf Howie, Nerf M20, Nerf M8 scout. What's next ?
Posts: 307
Why do they need to have some of the best support weapons: .50cal, 57mm AT-gun, Pak Howi while at the same time having the best heal that can also be used to recinforce outside of base, 3 different types of OP T0 call-in infantry, free squads when teching, tank crews, the straight up best TD in the entire game, a excellent medium tank that wipes infantry like crazy, cheap access to grenades, cheap access to weapon upgrades etc.
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He may be trolling, but doesn't mean this idea is worthless. Remove officer in game can promote even more unit diversity when playing USF. Being forced to build something which may be totally useless in some situation is bad design.
Posts: 392
then tell me how USF Rifleman can hold the line without those OP tools ?
New teching gives USF new openning rather than 3-4 RIfleman and bleed like hell. Call in inf can comeback because we no longer pay 280 mp for and 50/60 fuel for "free" squad.
Nerfing support weapon also make USF late game more worse, more Manpower bleed.
Posts: 392
Do you know what bad design means? Its not about what your people think is sensible or not, its a hardcore aspect of each faction that is either its advantage or weakness to avoid.
USF was DESIGNED around riflemen, having such amount of variety of troops is against USF design
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Posts: 1220
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Designing around riflemen is bad design at the beginning. There are too many combo in game that you simply can't deal with them with rifles only. Not to mention riflemen after several nerf is one of the most cost ineffective infantry to build. Now, everyone is try to avoid it with commander. Having officer that come with tech is a weakness instead of advantage since it decrease your flexibility to access to other useful stuffs.
Posts: 1323 | Subs: 1
Could rework the officers to be a squad upgrade that opens up new options.
Lieutenant gives smoke and sprint
Captain could have some targeted abilities like other officers have to make him a force multiplier
Major maintains the "doctrinal" type abilities it has now.
Limit of 1 each, takes up a weapon slot and grants a Thompson+ small target size reduction.
Spitballing here.
Posts: 503 | Subs: 1
Designing around riflemen is bad design at the beginning. There are too many combo in game that you simply can't deal with them with rifles only. Not to mention riflemen after several nerf is one of the most cost ineffective infantry to build. Now, everyone is try to avoid it with commander. Having officer that come with tech is a weakness instead of advantage since it decrease your flexibility to access to other useful stuffs.
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Posts: 392
USF is balanced, even with the worse mainline infantry IMO (Rifleman), USF have good tools to support it. Weapons to compensate how bad Rifleman are, like OP HMGs and good light vehicles. But I stll prefer to build doctrine infantry like Pathfinders/Assault Engineers/Cav Rifleman than rifleman itself.
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You are clever to avoid something bad , but make no sense to draw the conclusion of USF is balanced. You can have all the tools you need as OKW without picking a commander but USF is simply a crippled faction if you don't pick a decent commander having other kind of infantries ,mobile rocket artillery or heavies. Yet, USF is still a bit crippled, because there has no commander have access to all these options which OKW comes with stock.
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So lets give non doc calippe to usf because for 1vs1 it doesnt matter
That's part of the balance I think, Rifleman is very inferior to any other OKW infantry, but their MG and indirect fire are better. And I'm saying that they are balanced in 1v1, which is what it matters, rocket artillery and heavies are very important in team games, not much in 1v1.
Posts: 392
So lets give non doc calippe to usf because for 1vs1 it doesnt matter
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Rifleman is very inferior to any other OKW infantry
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volks get non tech grenade that denies cover, snare that is not locked behind vet, cheaper weapon upgrade that does not need visit in base and gives substansial dps increase without needing proper positioning (lmg rewuire being still and bars are best when getting close up to the enemy) and much cheaper mp and reinforce cost, which reduces severity of taking losses. I am not saying that volks are op, but flamenades and cheap cost do already put rifles on backfoot.
Please provide stats to back up this claim. Riflemen scale way better than Volks and even base vet 0 Riflemen are quite a bit better than vet 0 Volks. The only problem Riflemen have in early game is Sturm support which gives OKW the edge until the first officer arrives.
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Posts: 184
volks get non tech grenade that denies cover, snare that is not locked behind vet, cheaper weapon upgrade that does not need visit in base and gives substansial dps increase without needing proper positioning (lmg rewuire being still and bars are best when getting close up to the enemy) and much cheaper mp and reinforce cost, which reduces severity of taking losses. I am not saying that volks are op, but flamenades and cheap cost do already put rifles on backfoot.