I know it's getting off topic this discussion but I feel like usf is supposed to thrive with munitions like okw does with fuel. Choices and what not are supposed to matter. The biggest flaw imo is that weapon upgrades for all factions are so damn mandatory/no brainer that it makes munitions tight just because for a one time upgrade you get a flat power increase (where for hvap or something it's a timed thing) so deciding which one to take isn't really much of a decision at all.
Its too late in the games life but imo weapon upgrades should be more tailored and less good at everything so that non upgraded squads are more viable thus freeing up munitions for more dynamic play like grenades and HVAP ect.
The usf57mm is a great lil gun, but nobody bothers to have muni for it because them bars are much easier to see the impact of.
Yeah... I think about this a lot too. I always wondered if it would be a good idea for the USF to get some kind of final tech to reduce ability costs... Probably to late in the game.
The Pershings HVAP is always a risky choice because of its absurd windup time. I recently had a PIV escape by just simply backing out of the range... |
Look guys. I just want the M4A3E8 to be buffed, preferably in the AI department so that you can rush it and use it as a generalist vehicle like other premium mediums. It's really a weak choice atm. |
the USF privilege of actually complaining about needing an engineer to heal the tank is unbelievable... an engineer that can get AT or BARs to support no less. most factions do that actually, and less than half the others can slap guns onto their engineers to make them more than repair bots. and as DREADFUL as it is to take 30 whole seconds to heal 320 damage, that's actually kind of the point of dealing damage...
This is about buffing an underperforming unit not about how USF should never require engineers. The idea is that the negative sides of the unit are compounded by the requirement to build engineers that have a sub standard repair rate.
It's one buff idea and while I think it would help and fit with the faction identity its not needed. |
My complaint and ask for a repair ability comes from the observation that my Pershing spends a lot of time repairing compared to my tigers.
The combination of low armor and low RE repair rate causes the Pershing to spend lots of idle time and overall I the Pershing has a lot less presence on the map than I would like it to have... |
I exclusively play USF. Big advice, first thing to learn as USF is how to use riflemen to beat all of the different axis infantry. There's not a 1-2 step guide, you just need to get familiar with how much damage RM do at different ranges and how much beating they can take. Success rides on this and RM are capable of this even Panzer grens and Obers.
For close range units like assault grens and Sturmpios fight them at long range until you drop a model or 2 then just shoot at them even if they approach. If you can't fight them at long range cus they are are too close then out number them. One strat is to path away and bait them into another RM squad that is just standing and shooting. Also I recommend using the RE as a combat unit, they are good to add a bit more health and damage to your force and if the enemy is stupid enough to focus them it will enable your RM.
Against volks and grens you can close pretty rapidly and still win. When volks get STGs you still want to be somewhat close because they seem to still beat RM at long range but you can't fight them point blank anymore. Against Obers/grens you need to close fast because LMGs do less damage at close range. One trick that works against inattentive players (still works at rank 14 lol) is to bait the enemy into shooting at a RM in green cover and then close the distance with a second one. Sometimes they won't switch to the advancing squad so you can get close without losing models.
For fighting MG42s: early game don't try to brute force through them, if you take fire path away. I try to stay out side the MG42 radius while using all my riflemen to focus down any grens/pios they let me shoot at from safety. If you can get around the cone of fire for a flank do it. One RM can solo a gren or pio and kill the machine gun. Focus the MG with the flanking squad as much as possible but you might need to first kill protecting squads if they are close enough to really hurt your flanking squad. If they pick up the gun to reposition it then have all squads path at and attack the MG42. Keep your squads spread, you want them close enough to be able to focus the same enemy but far enough not to all get suppressed at once. If the enemy is good at positioning the MG42 just avoid it until after you get an officer. After going RM -> RM -> RM -> LT/CPT get grenades. RE/Officers can fire smoke grenades. These are key to fighting MG42s, fire them as close as possible to the MG42 and then throw a grenade on them. Also make sure to keep the RE/officer ahead of the RM so only he gets suppressed by the first burst, with smoke grenades its trivial to beat MG42. If the enemy keeps building them (like 3-4) then you can buy a mortar to help. Also don't fight MGs if you don't have ~50mu, you need to have enough for at least one smoke+grenade combo.
The next thing I recommend is making a point of getting both weapon racks and grenades. It is a very good idea to upgrade bazookas on RE after getting officer (unless you are sure your enemy is not getting light vehicles), this reduces the Chance you get cheesed and also will help you in medium vs. medium tank fight.
Also if you are fighting OKW and they start using MG34s I also recommend teaching grenades asap. |
This unit is in dire need of buffs.
I agree. I keep trying to use it too little avail. It just doesn't have any exploitable characteristics. I really think that the blast radius should be increased a little. That way it can at least be used as a sniper.
Right now it just comes out shoots 1-3 times usually killing around 0-4 enemies and then goes to get repaired for a couple minutes. Totally a waste and the enemy can just ignore it. If it had a little bigger blast and pulled in a couple more kills it could actually be decent. |
There has been a lot of conversation around this unit. I've been trying to use it but its cruddy AI really really holds it back. The only thing niche it has is bullying the shit out of regular mediums.
I suggest some buff to its main gun to increase its AI. Maybe blast radius. |
I think a good angle might be to add support abilities to heavies. Maybe like a MU costing Combined arms ability that buffs nearby infantry, or off map smoke and barrage abilities or smoke/WP shella.
Abilities that make the units more valuable in an offensive that add value to the unit but don't disrupt the tank vs tank balance and don't raise questions of how tanky/ much damage should they do. |
Pop isnt really a USF problem, you can always get more then you can by decrewing your vehicles.
Problem with Pershing comes not nessesy from unit itself, but from a commander. Selling point is rangers and pershing itself, second commander gives you rangers+caliope which is better chose overall. Other factions get heavies in a overall good commanders, where they are nice addition rather then key feature.
Look at Elite Troops for instance, where even if you dont plan to use Tiger Ace, commander is overall very decent. With Cavalry, if you dont plan to use Pershing, there is actually no reason to pick it, over Caliope commander if you need rangers.
I think he means lowering the population cost for the purpose of reducing the upkeep cost not actually to allow a larger army.
I think a price reduction (maybe 550mp 215fu) and a pop reduction could work... Alternatively it just being a little bit stronger would be nice too...
Also I don't agree. While most abilities Urban Assault has are better then Heavy Cavalry, field defenses for the mines are a serious advantage that Heavy Cavalry has. Mines are great.
I think so far I like the idea of buffing the AOE back a little bit. |
Pershing has only a rough parity with the tiger against infantry and armored targets(higher penetration but slower reload), lacks the vet 2 50 range and lacks a decent activated ability(HVAP vs Blitz lol). The pershing has an advantage in speed but less HP and less armor. Oh and it doesnt have an AA gun attached to its roof either.
At a similar cost its obvious you get more when you pay for the tiger-or for that matter the IS-2. Pershing definitely could use some sort of buff.
Possibilities:
-revert the range nerf back up to 50 range
-simply reduce the cost to something like 580mp 200fuel since right now it sits somewhere between the panther/comet and the super heavies in terms of effectiveness
-buff the reload of the main gun perhaps to tiger levels to increase its dps against infantry and tanks without increasing its one shot potential
-Give it a utility based activated ability like smoke launchers/smoke grenades, MINOR self repair, vision boost etc.
Or whatever else.
If you reduce the cost probably also would want to lower the population so it doesn't cost has much up keep. |