i mainly play USF and have notice that if u dont win in less than 20min u are likely to lose. The main problem for me is the USF lack a solid late game and the axis players know it. countless times me or my team could have a good hold on the map and axis player just save up fuel to bring heavies out then its GG. jackson shell and anti tanks guns bounce too many times. then they axis team either steamroll me in a 1v1 or steam role my team in other modes.
I would like to see a solid late game unit foe the USF, But early game is also tuff to win USF has a pretty strong early game. But holding ur early game advantage is very fragile. things like snipers and overlocking fire maching guns can really mess up ur early game. i really believe that USF would benefit from a t1 machingun team or mortar halftrack in T2.
And my last problem is the commanders, they seem very usless and situational.I find myself using the rifle commander all the time cus it is the best in most situations. This can become boring very fast.
This leads into my last point. USF is boring to play! You have very limited options in units. just spam rifles and more rifles. i would REALLY like to see a unit in t2 similar to the lieutenant that can be produced more than once. and in T3 a captian-like squad that can also be deployed more than once. This would be HUGE. using different infantry that are not rifles will make USF more dynamic and fun IMO.
1) USF is designed to work around rifles, its literally how Relic intended the faction to play. They are the strongest, best scaling, and most versatile unit in the game.
2) An early MG for the US would be horrifically broken given how you would then have the ability to smoke/nade/bar your way up the map supported by mgs. WTF are grens supposed to do, they already get beat at all ranges. The MG42 acts as a support unit, without that edge Ostheer has literally nothing to counter USF.
3)Late game is designed around Axis supremacy. You already have the best infantry in the game now you want a super heavy tank as well? The Jackson has 60 range and can reliably pentrate any axis armor, put it behind some shermans (which once again are the most versatile tank in the game) and watch it shine. The issue with USF late game is it requires combined arms and a hell of a lot of micro for the Jacksons. But done right it's actually ridiculously good.
4) You make some good points about lackluster commander design. The armor commander and airforce commander are just plain weak. The recon commander is okay, and the rifle commander is OP as shit given every one of his abilities is amazing. Plus the Easy 8 is the most insane tank in the game right now for it's cost.
I think some tweaks are in order but I also think some of these items are L2P issues.