Honestly moving the AT gun/HMG to T1 but unlock after tech might be a good test to see if that helps carry USF through the mid game/help them hold ground where generally they lose it by mid game due to blobs (or OKW simply having more units b/c they have more cost effective t1 units)
|
I'd like to keep the tulip as a small burst damage/View blocker.
I'd say increase the performance of the Firefly or simply reduce its costs |
|
Make CoH Great Again (MCGA) |
1 * ( 4 / 5 ) = 0.5?
it was an exaggeration but thank you for the math |
Honestly, why does USF have to be the hardest faction or the faction that gets the least attention, not only is it the hardest faction in terms of tech but its downright requires a different amount of micro of any faction of coh2. Its utterly punishing, its unforgiving on every level, its has no scaling, and lacks the basic tools that many other factions have.
Under the current patch and so far even the future patch its almost an up hill battle in any game thats a 1v1 or even a 2v2 for anything above rank 200. Its simply not possible to beat OKW openings as they get more units and their DPS, scaling, and durability (received accuracy) is higher, they get a faster caping unit, and the USF tech is so locked up you have limited blob control that is tied to AT support. The 5th man of the rifle always drops leaving you with half DPS, nade tech is expensive AF, and the major as it stands is so expensive the p4 hits the field earlier than Sherman but also has better armor and pen.
USF is a faction in shambles as far as tech goes, its pacing is from 2016, and its units under preform for the most part besides the scott.
Why must this faction be hampered so much when it give so little in the way of tools to actually deal with the enemy blobs, heavy armored tanks, and long range units. Its an utter grind fest.
That said I get that not all factions are should be equal but god damn its frustrating to not only out play your opponent but lose b/c you units simply aren't as potent or as durable as theirs meaning you always need a 2-1 or to somehow win the almost impossible of beating OKW's early game 2v2 builds.
No matter the buld order, no matter the damage you deal, USF always seems on the back foot or lacking in their tech pacing of the game. |
|
Making a good and unrelated ability limited will not make a shitty, expensive and unreliable ability good or even look good.
Gammon bombs suffer from identity crisis.
They want to be satchel charges, but they are too weak for that.
They want to be AT nades, but are too shitty for that too as they have long fuse and do not stick.
They want to be a potent nades, but you can throw them 50cm away.
They do believe they are all of the above, so they cost as much as all of the above combined.
>Thread<
Katitof is right tbh, the Gamma bomb needs to be one of the three but cant be all if you want it to clear bunkers. TBH it would be nice to have it clear bunkers since brits lack indirect anyways to deal with them but thats a whole other topic. |
They get everything except the armor bonus that a shock trooper would normally have.
Also they dont look as cool |
Honestly the Sherman needs a small buff as it stands now that the P4 has had such a drastic increase in performance.
I don't however find USF indirect fire lacking at close range *due to the mortar barrage being rly good* but I would say the long range pak howi is pretty bad due to its cool-down, scatter, 3 man crew, and the fact that most of its medium to close range is worthless.
Another thing that rly bugs me about usf is the core Riflemen squad's 5th man seeming to drop off a drop of a hat meaning you lose DPS while closing in on long range units like volks.
It makes it extremely stressful and hard to get around the range limitations of USF early on or until you get bars but its such a long stretch that you endlessly fight and up hill battle due to the manpower drain. |