Oh please you have mines shreks and paks to deal with light vehicals, yes the m5 is a pain but its not going to be a game changer if you know what you are doing
+1 its rly not hard to build an early pak gun as Ost as well as a reketn.
The 222 is pretty bad against the M5 but it makes sense as the 120 muni input makes it fair. Just reduce its damage by 3~ and see where that gets us, we dont need anything to dramatic as its 4 quad guns. Its suppression needs to be kept as well as a little bit of damage. |
I'm kind of hesistent here because while Crew Thompsons are wonky and over expensive Armor Company is currently the most powerful USF doctrine by a long shot due to M10 spam so buffing it further is kinda, uhm, problematic.
It wouldn't be so problematic if it wasn't the only way to play USF right now
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Make the Thompson upgrade an unlock,
Make it RNG if the squad is 3-4 if the vehicle dies,
Make the bail out 2 seconds under this commander. |
Its not good enough to say its better than a mortar. Shot blockers often make the packhowi useless as your rounds run into weird invisible walls.
Another issue is the howi's performance is often VERY rng and can cause some huge frustrations when the blob is rolling up to you and it overshoots by 100m or gets shot blocked due to the invis walls. The inconsistency in its performance makes the cost seem like a huge risk and due to its decrewing at less than 3 man, its hard to keep alive or even move.
The barrage is also another issue. Sometimes when using the ability, the round will be fired directly up and take about 30-45 seconds to even reach the target. The scatter on the barrage often has the B4 syndrome where the rounds will hit NO where close to the intended target and the 3 round cap on it makes it hard to keep the unit usefull.
Another issue with the pakhowi is its limited range that takes up about 40% of its fire ark making it almost impossible to find a good spot for it to keep hitting blobs and emplacements without putting your howi at serous risk. Unlike the mortar that can be placed behind a building, the howi needs direct line of sight for its rounds to not get shot blocked.
The unit comes out late, costs a lot of MP for an already MP heavy faction (riflemen late game Bleed), half its fire ark is gone, and the performance is to inconsistent. On a faction that can get shutdown by MG spam you would think that the pakhowi would be the back bone of the combined arms of USF.
Overall USF needs a mortar or the pakhowi needs to be adjusted. |
That doesn't sound right. I'm on Nvidia and I can upscale the resolution with no issue as long as you have the settings adjusted for a resolution above 1920x1080. Does it only happen in CoH2? |
Give jeep, keep wc51 in doctrine. make nade package 15~ fuel.
The mortar is not what USF needs (we saw that in the alpha), it was a horrible unit and USF is already pretty hard with its mp needs. |
but keep acting like this is some game were you earn points by making snide comments lol.
Pre-cool down on a cool down
Also bro do u even play USF? |
I get so sick of all the L2P posts. Forums are so full of trolls.
USF isn't just L2P issue - the faction sucks. There's like 3-4 units and few commanders that aren't completely broken. And there are massive holes in the tech - no heavy tanks, no rocket artillery, very little air power, no stock heavy infantry, and the darned support weapons are tech-split.
I know how to play, it's when I deviate from the extremely narrow and micro-intensive that I start to lose. There's just no room to branch out with the USF and the competitive element that there is is really bland.
The other thing too, most stuff the USF has just "doesn't quite work" - Capt "On ME" ability - only breaks suppression for the units around the capt but not the capt himself - what? Pack howitzer vet 2 barrage of 3 lousy shells changes to HEAT shells - but only for the barrage - what? Rear echelons have grenade launcher while inside fighting postion, but cant' have it outside, no other unit can fire grenade launcher in fighting position - what? Every time you heal you need to select the extremely vulnerable ambulence and heal - other factions don't have to do a thing. Why?
There's so many niche units, niche abilities, and so much micro. What if at the same moment that you're stunning/engine shotting a stug with you Stuart you also need to be clicking heal for your ambulence? It gets old quick. Why is USF so user-unfriendly.
Besides, nearly everyone's arguments about what is effective in the USF are mostly doctrinal - 1919s, paras, P47, easy 8 etc..
If you cant understand that USF isn't just a L2P you should Learn to Discuss.
+1 |
I've never really understood this "rifles scale poorly" argument, flamers/m1919's give you upgrades that vastly outperform lmg grens/volks on any map at any stage of the game.
Defensive stance is pure bs that lets you beat 440mp falls with a 70 muni upgrade. I'm pretty sure if the gren MG42 could suppress shock troops there would be pure outrage
Its because of the received accuracy of rifles as well as their range limits that makes it hard to keep them in the game. That coupled with the 28mp reinforcement makes the bleed rly hard to keep more than 3 alive in a game at all times.
" flamers/m1919's" are also a doctrinal item and require you to lock yourself into a commander before the game even kicks off.
The real issue is the lack of elite infantry USF gets excluding the paras making an OKW player who spams Obers deadly as the MP drain on the USF player will be horribly hard to keep up. |
Whats the point of playing USF currently. The whole faction is seriously lack on all fronts except for its "amazing base infantry unit" that doesn't scale and bleeds like no other.
Their armor hits the field late making its already paper thin armor impossible to keep alive let alone micro as most of their tanks lack the crush capability to crush dead friendly tanks.
Weapon crews are insta wiped as they only have 4 men and with the revived accuracy on them, they only tend to last a few seconds before they are wiped off the map.
This whole "USF" op thing, is bullshit. It needs to stop now and we need to rework USF for a more fair playing field, currently the faction has The Highest amount of micro required out of all factions as well as the worst pathfinding due to its lack of crush, making playing the faction a never ending roller coaster of frustration and units that tend to preform well only when the RNG gods are on your side.
Only a bad designed faction can get shut down in 5-6 mins and have useless infantry past the 10 min mark, not bad players, stop calling it a L2P issue and try this faction for yourself against simi decent players and watch you get steam rolled.
What is this faction supposed to not have bad between its poor armor, bleedy infantry, and dead weapon crews besides the P47? because I cant think of anything this faction has going for it. |