I know all the axis player hate long outmatch time due to the lack of players playing allies lately....
So here is my propsosal to make USF more appealing.
1. Add m26 Pershing ( i know this idea is hated by axis players, many say it would be OP due to the fact that the pershing will sit in front while the jacksons hit from range. My argument to this is that the russians already use this tactic with IS-2's in front and SU-85's firing from range) If this idea is too much to deal with then i propose that the commander would replace the m36 jackson with a build-able m18 hellcat or m10. The m26 would really help in team games.
2. More infantry variety. I think adding more infantry types my be silly. So, i simply propose that relic allow USF player to build more Multiple captain and lieutenant squads. I realize that axis player are getting tired of "Rifle Spam". This will allow the faction to be more enjoyable.
3. Lastely a complete separate commander from the Pershing one it would be interesting. If the commander allowed the replacement of the 1919 gun rack for a Thomson gun rack. this would really help in close maps. I know axis player hate this idea also. My argument against that is that cons can use ppsh guns for some commanders.
These are my proposals to making the USF faction more fun! I hope you guys agree with some of my points. ATM When i log on to play, auto match constantly shows 80% axis and 20% allies. Im guessing people are kinda used to russians but wont properly give the USF a good run time.
I really hope players are open to changing thier minds
How does more Lieutenants and Captains not fall under the category "Rifle Spam", they're riflemen just with a free weapon upgrade.
To the faction design thing,
GameSpot: So tell me about the two new factions coming in The Western Front Armies.
Quinn Duffy: We have two new armies that have designed from the ground up, the US Forces and German OberKommando West, so a new American army and a new German army. The American army is very flexible, versatile, and focuses on mobility. They don’t have anything too hard-hitting, but they do have a lot of gameplay elements built around their versatility and mobility. The OKW, on the other hand, are extremely hard-hitting with a lot of veteran infantry units, super heavy tanks, and technological advances--but they're also a hard army to sustain because their economy was under a lot of pressure at this point in the war.
That was our starting point for these armies in terms of making them feel unique compared to the other armies in the game.