They should act like other incendiary where the units are burned if you do not react to the action, not instantly taken down to 1% health regardless of your action.
Oh yes, do this. I think you don't know what you are talking about
White phosphorus is a perfect balanced ability that requires combined arms to perform. Changing it for incendiary rounds would simply make the HT mortar and commander ability.... OP. |
The most important tech decision is LT vs Cpt. You can change the balance of those two to make the decision more interesting but do NOT simply remove it by making tech linear.
Or you can take the wrong decision and call GG 5 minutes later. Even at very high level we see this regularly since the patch. Going Captain, just blob cuz USF can suppress you, going lieutenant, you can even make 2 Luchs, deny him enough fuel and get your Pz4 before his Sherman.
This design was making some sense when USF had the strongest early game, even the elite infantry limitation was making sense at that time, but today nop.
Moving Stuart and M15 doesn't make sense either, you're going to create a monster T1 and underlying T2. .50 offer everything Stuart doesn't have when the M15 still only need 2 shots to be dead, the Atgun will never be enough to keep it alive.
Imo, it is better to remove the stuart's engine damage ability and replace it with a suppression's one for a short time with area of effect. |
Have you tried to attack a Heavy panzer HQ halftrack with one of these? Between its extremely long recharge time, poor accuracy, and limited four round barrage it's hilarious. Seriously time it, measure how long it takes just one mortar to destroy the HQ vs a pack howizter.
Use it to prepare a frontal attack, few players will insta-repair their Shewer so you can use it to take it to 60%/50% and then finish it with a offmap strick or tank rush.
It's a really good unit, better than the leig at almost everything by my observations, but is a bit awkward to use because, as you have noticed, it's weird to try to screen with riflemen and have them fighting at the same time, and you don't have access to machine guns with it. You just kind of have to get used to babysitting it a lot but if you do, it'll do its job really well.
Investing on a position isn't a bad idea, gives you a safe area to relocate the pak when needed
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On 1vs1, M10 is on a good spot if you need a fast TD. Sometime you face an Ost player who rush T3 and the M10 is the perfect answer for that. So you only need 90 fuel and can still build a fast scott.
Problem is the commander has nothing else interesting in it. |
I don't think there is anything wrong with USF early game. I think it's in a pretty good spot. They outclass Grens early and also do well vs Sturms and Volks. They are very strong when combined with an ambulance push. Seriously, if you can't at least break even or win with USF early game as it is right now, chances are you have just been outplayed.
100% true, we all saw it during GCS2! |
Hmmm i would argue UKF right now is in an even lower standard than the lowest state of any faction had been, cause at least certain factions were handicapped only by match up or mode.
Say USF is steamrolling on 1v1 against OH, you could still use OH on 2v2+ while at the same time USF was not as good as you keep adding players to the game. OKW was bonkers but kept in checked on 1v1, mostly to maxim spam.
Right now, i don't think you have much reason to play them on either 1v1 or 2v2+. If your opinion is that OKW had it bad anytime, think about what would happen if you made the OKW rework and you didn't gave them a lava nade and panzerfaust after removing the gimmickies.
To be honest, I think it is the first time a faction is in that spot not because of other factions cheese strat but simply by design. OKW was on a bad spot because of Maxim spam, USF mortar was broken etc... but Ost vs UKF today is nothing about cheese, you don't ever need to spam 4 or 5 222, they just can't follow the regular gameplay.
USF is not far ahead, remove the Pershing and voila. USF vs OKW is about being able to cheesy wipe enough OKW squads on late game with the Pershing to win the match. |
It would also diminish their field presence within first few mins and delay tech/lv due to need to spend extra 280mp, nerfing them even more directly.
Removal of free squads at this point could not be done without compensations, unless you want to end up with
pushover UKF 2.0.
Of course that would need adjustment on T1/T2 prices but 4RM comes faster than 3RM + Lieutnant. Anyway, it is not like we were going to see it anytime soon... |
Honestly, I’m really liking this out of all the ideas being thrown around so far, +1 my dude!
Honestly, removing free lieutnant and free Captain would probably do better so you build 4RM every time.
At the same time that would shutdown the bitching around USF free squads and helps to better balance the faction.
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Make it their vet 1 then and make it useful.
But again, if they are using it in the first few engagements they are really just tying up a squad hoping to let the others work. Suppression reduces incoming damage doesn't it? So it's slowing movement but not harming them out side that. The RE would still be vulnerable and immobile right? So if say it's a match up between sturms and volks against RE and rifles you would volley the sturms charging so your rifles could womo the volks. The cheap RE are tying up an expensive squad but if the volks turn on the RE instead of the rifles they could force them off and then it's battered volks and sturms against just rifles. Theory crafting is easy of course but that's all we have. That and comparing the old insta pin to the current never pin or even suppress...
Volley fire is in the same boat as demos- noob traps designed to waste resources as they are so ineffecient.
What's the point to make it vet1 if the USF issue is between minute 0 and 5.
Once Sturm are suppressed RE can simply focus voks with riflemen, the moment sturm are back to their potential the volks squad will have to retreat. Again, if you make an ability, or it is usefull an by definition helps you to win engagements or it is not. |
But it would require mixing in RE instead of just building rifles for days. Against OKW it would hinder a Sturm rush for sure but if RE retained a debuff while it was happening the Kuble would be prime as fire support. Against OST I don't see much issue either because they are generally not hard aggressors especially against USF. They need MG support and cover to succeed.
Again if it's not over the top like it was at launch it wouldn't be so bad. There needs to be counterplay which the debuff offers, but atm the debuff outweighs the actual effect. You are better off just focus firing 100% of the time
Why would you need more than one RE for that? Key is to win two first engagements and then snowball, one RE squad is enough for that. The issue is, or the ability is effective and using it in proper condition wins you the engagement, or it is not and it is useless.
Abilities and grenade that have such impact on each engagement that they should come a bit later, around 3-4 minutes, not before. The only exception is for the anti-garrison.
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