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What I really don't understand is how people expect USF to play properly if every single f*cking unit the faction uses to play on an even field with axis units is nerfed until it's not scary any more.
I would never subject myself to the torture that is playing stock USF against ANY faction.
Seriously though, I do see the issues with paths. Just unfuck the faction. Seriously. Make the paths not a combat unit, sure, whatever. But give USF something in return. Make paras come earlier with their upgrades locked, I don't know.
EDIT: In fact, I haven't played USF AT ALL ever since I started playing SOV just because of how incredibly un-fun it is to get beat back by Panthers and panzergrens and lmg grens and just have NOTHING to contend against them with. If you pick the wrong doctrine or god forbid you try to pick a FUN doctrine, you're on a timer to just lose the game. It's as simple as that. |
I do agree Pathfinder is badly designed. JLI & pathfinder shouldn't have existed. insta kill is too powerful mechanism in the hands of moral. I bet BT never dreamed of 4 barfinder spamming.
Pathfinders have no "insta kill". The closest thing is their critical shot on models who have 24hp or less. The DPS on their snipers was nerfed too. Last I remember they dealt 16 damage on a hit, doubling to 24 for the crit, now it's just 10 damage on hit. I think the crit works the same though. Same for JLI but their crit threshold is like 60% hp or something.
Either way, a deathblob of units focusing one squad kills quickly anyways. 4 obers/ shocks/ LMG grens is going to shred too. |
If you actually pay attention to the first game, OP provided, guy playing got 221 at 2 min mark, at 5 min mark there were already RE with zooks. I dont want to doubt strategic genius, but I will doubt that 2 mins of having kubel would have changed anything if 221 wasnt able to.
I might be, but fact stands that its super common tactic, almost all top usf players in teamgames (and even not top players) use it to great effect and even top players struggle against it on a regular basis. There are no common solution or basic L2P or adaptation problem. Its just imo the fact that this strat over-all is way too strong and countering it is basically concentrates around either badly outplaying USF player or him fucking up.
Is it fine or not this is different question, but the fact is as it stands out of all available strats in the game this one is the single one which is fully depend on enemy fuck ups and not your performance\avaible counters.
I would be happy to nerf pathfinders but can we please unfuck the USF faction in return for it? Please?? |

This is what Grinds my gears. Noobs in high ranks that build Cache first and soviet sniper 2nd and wonder why they get pushed to base
Absolute god gamer move |
Ptrs cons are a stronger AT squad than ptrs penals. That's not debatable.
I do think it's debatable. Maybe when cons had 3 ptrs while penals only 2 this wasn't debatable.
Is it a squad with useful and more versatile abilities? Certainly. But the better vet and vehicle-locking satchel snare put the penals on par for AT "strength" in my opinion. |
My biggest complaint about COH 2 is vehicle pathing. For example when you use reverse vehicle and then it goes forward for like 3 seconds before going backwards or when you issue a move command and it spins in circles.
Yeah pathing with trees and bushes (or really just anything) is infuriating. If you drive too close to something, it seems like the game requires you to do some jumping pirouettes to get back out. |
NO CHANGE????
Armor 130/60 to 110/60 so now 125~110 pen PZ4 can penetrate jackson 100% at all range
Fuel 140 to 145
V3 Pen bonus 30% reduced to 20% so min pen at V3 is 286 to 264 now(Also SU-85), it means USF's RNG benefit is removed but only German RNG benefit is given. even before those nerfs not the line of panther even StuG and JP4 had 100% Penetrated USF all Vanilla tanks at all range. But V3 Pen bonus nerf now cut Panther Penetration Clearing. Now V2 Skirted Panther have 286/99 Armor. so Relic Patch team always Removes Allies' believable little hills. but giving Germans easier to kick away. yeah. Caliope too. it also lost its frontal armor and now it's 110/80.
It might have been difficult to understand, but I'm pretty sure what he meant to say with the last sentence is: "Bring[ing the] M36 [onto the] table do[esn't] change [the] fact that M4 76mm is overnerf[ed]." |
just buff the Sherman HP from 640hp to 800hp, and add armor upgrade tech for Sherman. USF Sherman are already 110 Fuel each with 12 popcap
Shermans should have "makeshift armor upgrade" which grants them -10% dmg reduction but decrease their speed by 15%.
If you're gonna throw numbers out there at least have an idea of what you're trying to accomplish. By upping the health to 800, you're making it die in 5 shots. That's T-34-85 health. With this upgrade, you're effectively giving it panther level health. (Unless it gets snared.)
Why does the sherman need 6 shots of health. |
What about removing smoke from nade tech and making it unlock as part of LT/CPT. Would preserve OST mg opening but at about the 4 min mark assaulting MG positions becomes viable.
Unlock would be specific to RE.
That's an interesting idea. USF already has abilities based on their tech tier so it's not without precedent. |
Sadly the PPsH penal squad kinda had to be nerfed out of the game in order to implement necessary nerfs for SVT conscripts (without doing complex dps adjustments to SVT cons that you cant fix afterwards if it's underpowered, cuz it's last patch of coh2)
CQC units already struggle in the current meta of coh2 and ppsh penals got it the worst I'd say. Their dps is very high because they have shocktroop ppsh and the highest accuracy vet bonus in coh2, but they die very fast and got nothing to protect themselves.
So theoretically speaking they could be OK if you use a troop transport to get them close but that's kind of a waste of fuel just to make them a passable unit. |