I'd take Penals over Riflemen in a heartbeat.
before the patch? penals... after the patch? rifles without a doubt...
Posts: 1979
I'd take Penals over Riflemen in a heartbeat.
Posts: 3588 | Subs: 3
See, the difference between old and current design is, you don't automatically lose the game, regardless of skill level or game mode if you can't field guards.
Posts: 5279
That’s true, but you’re still mostly picking shocks or IS2 or both.
Posts: 1002 | Subs: 2
Lieutenant and Captain need to be reworked into specialist squads that are NOT free, NOT mandatory with tech and NOT just fancy Riflemen.
I’d redo the USF tech structure to be more like Ostheer. You are forced to tech linearly from platoon to company to battalion command post. Officers are still available from each level of tech but you don’t get them for free and they are distinctly different from Riflemen.
Lieutenant- 5 man squad with 3 M1 Garands on Riflemen models, 1 Paratrooper M1 Carbine on the Lieutenant model and 1 M1C sniper rifle on a Pathfinder model. This squad is an anti sniper team/long range combat team that can help USF in long ranged fights that it normally struggles with. Ability is a sniper shot that kills one model instantly and is intended for countering a sniper if you get a flank off. Good in long ranged fights but can only pick up one weapon. This makes him situational as an anti sniper or long range unit, but is weaker than a rifleman squad at generalist duties.
Captain- 5 man squad with 4 Rear Echelon models with RE M1 Carbines and the Captain who has a Paratrooper M1 Carbine. Can upgrade to have double Bazookas or double M1919A6 LMGs making him a good support squad with his good upgrades, but is weak when not upgraded. These weapon upgrades reflect what actual weapons were held at the company level and would’ve been issued out at the direction of the company commander (a Captain).
Major- no rework needed to his abilities or armament, just increase squad size to 4 men and don’t give him for free with tech. 4 men is a slight buff to the squad, but since you have to buy him separately and not get if for free then a small buff seems reasonable.
End result? USF officers are all more specialized in their roles and are more appropriately armed per historical tables of organization and equipment. They are no longer mandatory, but are no longer free. This gives USF players more freedom to get team weapons without being forced to get a squad they don’t want or need, but is also means that playing against USF you don’t have an enemy that gets free squads just for teching up.
Best idea I’ve heard on usf. Wish the balance team took this seriously.
Posts: 1002 | Subs: 2
Posts: 495 | Subs: 1
Followup since my previous post is long.
Also to note that since officers aren't forced on the player, that does open up more room for elite infantry, so the impact on doctrines could balance out. I just don't think you would ever really end up calling in lmg paras or get 1919s on rifles when the captain can bring that much firepower though.
Also also, with USF having much less field presence due to not getting a free squad, maybe team weapons wouldnt need to be nerfed. But then that shifts USF far more towards being a weapon team based faction. Ostheer and even soviets can be pretty team weapons heavy, so I'm not sure that the game needs another team weapons faction.
Of course you could propose alternate positions for units in tech, and different tech timings/costs than the ones I guessed, but I don't see those working out much better. Most alternatives either make the m20 come much too soon, or much too late.
Anyway, I'd like to hear the specifics you have in mind. Mostly tech timings, and which units go where as I doubt my hypotheticals match up with yours.
Posts: 1096
before the patch? penals... after the patch? rifles without a doubt...
Posts: 1002 | Subs: 2
Your points are all valid, but that doesn’t mean they’d be mutually exclusive with my idea either. I’ll make a new thread later with my exact ideas so we can talk about it.
It would require pretty in depth changes to a lot of prices for tech and team weapons in order to keep timings fair and balanced too. Once I have that new thread up I welcome any input you have.
To be honest it might prove to be a bad idea, but that’s why discussion is so important.
Posts: 3032 | Subs: 3
That still doesnt explain why USF gets the best MG in COH2
Posts: 888
Posts: 320
The .50 cal is not the best MG, I don't even think it's the second best. It cannot hold down a point on its own it constantly has to be babysat along with most every other unit USF has. I'd even go so far as to say it's worse than the MG34 with its poor arch of fire. Not a very good defensive unit at all.
Posts: 2358
The .50 cal is not the best MG, I don't even think it's the second best. It cannot hold down a point on its own it constantly has to be babysat along with most every other unit USF has. I'd even go so far as to say it's worse than the MG34 with its poor arch of fire. Not a very good defensive unit at all.
It's AP ability is pretty inconsequential since anti-vehicle is not a role any MGs are well suited for and besides that doesn't approach the AP rounds of the MG42 so it's not even the best at that either.
Posts: 888
.50 cal is not a core unit for USF. Maybe that simple fact will solve all your argumentation.
Your unfair comparisons to axis HMGs is just that, unfair biased argumentation, if OST get modular 5 man infantry and strong LV and a fantastic late game TD then after that, and only after that, make .50 cal comparable to HMG42
Posts: 3166 | Subs: 6
but there is no reason why it should cost 20 more MP and 1 more pop over the MG42. I mean why are we paying more for an inferior unit?
Posts: 5279
Posts: 8154 | Subs: 2
Soviet isn't built around anything that's why cons suck and the maxim sucks and their teching is a manpower leach...
Posts: 5279
Cheese. Since day 1, they are built around cheese.
Posts: 3588 | Subs: 3
Soviet isn't built around anything that's why cons suck and the maxim sucks and their teching is a manpower leach...
Posts: 5279
Soviets are built on crutching on Shocks, T70 and IS2, then throwing men to the meat grinder until you win.
Conscripts could have been the core of the soviet army as Strelki (riflemen) squads, but Relic’s design was insulting. At least the community team is working towards improving things, but the Soviet army needs a revamp desperately.
Posts: 888
Soviets are built on crutching on Shocks, T70 and IS2, then throwing men to the meat grinder until you win.
Conscripts could have been the core of the soviet army as Strelki (riflemen) squads, but Relic’s design was insulting. At least the community team is working towards improving things, but the Soviet army needs a revamp desperately.
6 | |||||
231 | |||||
9 | |||||
7 | |||||
2 |