If you almost exclusively play as USF 1v1 then that doesn't help your understanding of game balance.
There are topics discussing new strats, because the old ones does not work( 4x RM running into MG42s, wiping the crew and stealing the MG)
Lol, so the only remaining for USF to win OStheer is a Cheesy opening 4RE start win/steal or die. And you are the one mentioning that just after somewhat arguing "blablabla bullshit game balance"
We are all doomed. Nosliw and UFO want to be our saviors!! |
I am Nosliw. My name and signature should have given you a hint.
You are someone who, in the same topic, call people to L2P USF and next don't have a fucking clue how does work the faction. |
Agreed that it is shitty for Americans having only access to riflemen for the first few minutes of the game. Maybe we need to think of some new strats as a community though. Mechanized assualt for the early jeep car thingy that I never used maybe? With nades, tech to stuart, who knows what kind of stuff will work if people change their playstyles
I don't know who's alt you are in this forum but probably not a good player's one. |
That's the problem. CoH2 is full of many many noobs, and decent players are a rare commodity nowadays.
Don't be shy, you are probably better than you say... |
Learn to use smoke + closing in with rifles correctly.
If the HMG is activated with AProunds, wait for it to end. Then start harrasing with AAHalftrack/M20. End.
Learn to use smoke and flank vs learn to use MG42. one player need to manage 3 many squad + abilities while the other player just need to plant his mg in the opposite direction.
Like I said, not enough rewarding. And for myself, I don't care about your L2P attitude, I know how to flank, and that why I say it isn't enough rewarding. |
I think the HMG's are where they should be now. The problem i see is that people aren't used to flanking or have trouble keeping the flank, because its easy to make a small micro mistakes and you are forced back with nothing gained. I totally understand why people get frustrated, but to play vs a good player that has good MG micro, is gonna take alot of patience and micro to beat. But hard games like that, give more pleasure than frustrating moments when you can't hold your ground because your mg doesnt do shi#.
I think it's more rewarding to flank the mg and to succeed, than to just run in with a blob and run over a crowdcontrol unit.
I'm not sure people will flank, they will just switch faction. Flanking isn't rewarding enough and USF hasn't the stuff to hold the territory won. |
After being playing around 10-15 games, I think the HMG42 is too strong effectively vs USF.
-1) HMG42 240mp hard counter 280mp rifles. Since USF doesn't have any other starting unit to fight, HMG42 is simply the best tool to shutdown USF early game. In a map like semoisky, I have see 3 MG start, garrisoning each key building in the center and holding all the game long.
-2) HMG42 vet1 hard counter the entire USF tiers 1. It is also something important to highlight, since the HMG have been buffed, it is easier to get it vetted. M20 and Half-track are simply hard countered if they enter the HMG arc of fire.
Why hard counter and not soft counter, because it kills any light vehicle in 1 burst making the arc of fire (very large one) also an area of denial for anything USF can field from T1. Last but not least, it kills it faster than a pack.
To counter it, USF doesn't have a lot of options, flanking + smoke or going T2 pack howi or going Doctrinal mortar cp2.
One requires a lot of micro and rapid decision making for a non guarantied result:
-Smoke is a double edge sword + you need the munition
-Pioneers have extra vision and can detect you before you start your attack, HMG can be repositioned before it.
-You are attacking and so going to bleed hard, success or not.
-Retreating from a unsuccessful flank is, in many time, equal to losing lot more model, if you try a real big flank and it doesn't work, your units behind the line are simply going to be mince meat for the MG.
This is why it requires a rapid decision making, retreating in time to not bleed too hard if it fail.
Pack Howi is simply too late and to expensive for what it delivers.
Mobile mortar comes with a good overall doctrine. But it requires you to invest 40 fuel and will be shut down by a fast 251. In addition USF player must plant m7 mines to cover it.
The HMG42 isn't too strong by itself. but also because it scale so well with T1 other support weapons. HMG42 + mortar is simply bestial with Pioneer to give sigh, you can take ground little by little.
HMG42 + sniper is probably also really strong. I haven't face it yet but since USF can't do shit vs sniper in first hand, sniper + HMG is going to rampage. Once the HMG is vet1 it can cover it from any USF T1 unit.
HMG42 + gren is more potent, vet1 + faust and USF T1 is shutdown.
There are many people around that forum talking about learning to flank. This is exact, the problem is learning requires some kind of will (to learn) and a learning progression visible. The change has been really brutal, not sure if the usual USF "blobbers" will be interesting in learning anything from that.
Why am I saying that, simply because there is a new no-brain blobby faction now: Ostheer. 2MG start + grenspam, you can blob all you want and get HMG to cover your ass.
Solutions are probably one sided.
USF cannot be change that much or it will impact USF/OKW matchup. Adding or moving mortar/pack to T0/unlock is probably the only solution USF side.
Ostheer can be tone down in some other areas now. increasing the HMG price to 280-300 is imo the best change to bring, this price is fair in regard to its capabilities, it will make the unit less spammable and bring slowdown OStheer BO and tiering.
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Lol 10 min sherman is now even more effective being able to drive through and gun down gren spam and people are saying USF are UP?
Try playing as OKW vs someone that knows how to use a 50.cal, then you will learn the meaning of UP.
10min sherman is countered by 7min stug in this patch. at 10min, you have 2 stugs .
The patch is interesting, it brings Ost and OWk early game above USF, Coh2charts is going to be interesting to check in a week or 2.
Now, I don't know if USF needs more, but I have the impression of a deja-vue with the Kubel insta-pin, 8-7 months ago it was already the case and made faction disappear from automatch. I would not be surprise if the same happens, even harder since USF early game is also shut down by Ost now. |
Hi,
I have been a member of this forum for a few weeks now. I have had the game since launch and have seen the many hardships it endured and have enjoyed the game for quite some time now. I have let my little brother use this account to post some threads about help, but he now has his own account.
We both have come to the conclusion that there is a lot of negativity claims on this forum. If you state the obvious, you are a too negative, if you question the balance, you are too negative, if you question certain arguments, you are too negative or a flamer, if you question anything relic does, you are too negative or a whiner.
What is the reason for this? I mean stating the obvious fails of relic isn't negative, it is realistic. Stating balane issues isn't negative, it is helpfull. How come people here are claiming negative to anything they don't approve of?
Just the other day, I started a thread about peoples thoughts regarding the new patch. If they will play as much or wait for the next patch. It was swarmed after two posts by negativity, me being called a whiner and and some other statements regarding me taking a piece of candy from strangers when I was a small child (lol yeah really xd), it didn't make sense at all
I mean what gibs xd? Why is it like that on here?
I would love to hear your thoughts on this.
Cheers
Can you quote yourself topics and replies where you state that obvious anybody on this forum must agreed with you or being negative?
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Disclaimer: I’m not trying to make USF more powerful or to fil obvious downsides of the faction, I’m just trying to see if it is possible to make the faction more interesting to play.
I sure this design will never be implemented anytime soon or later so do not worry about it being OP, I sincerely guess it is not and I hope you share this thought after reading.
I really like USF faction but it is probably because I really like US faction from old vCoh. I have use many of my playtime recently to play 1vs1 and try to not go usual meta. Less riflesspam, using different strategies etc… And let be honest, I didn’t succeed, I had a large series of defeat this week-end until I finally gave up and come back to something more usual.
It has been a bit frustrating, I played a lot with HMGs, packs, tried to delay BARs etc… and it doesn’t really works, I have been sometime punished really hard.
So I came finally to imagine what could be done to change the USF meta after all. Not to get the faction stronger or weaker.
The tech structure presented below, I have just one concern about it, maybe a lack of amo sink. If someone has an idea about it.
I have design this tech structure with a mix of the next patch in mind, vcoh US tech structure and my experience from the Alpha. I’m not adding any new unit, not changing any weapon or armor statistic, just replacing and repricing some units/upgrades. I put prices when I change them, otherwise they are the same as today.
Tech structure:
T0 units: RE, Rifles, ambulance, ATgun (requires T1 or T2 to unlock), Pack Howitzer (requires T1 or T2 to unlock).
T0 upgrades: Grenades (Grenade ability munitions cost increase to 45 ammo), Bazookas cost the same mp/fuel to unlock but is now only an upgrade available on RE squads, 2x60 amo bazooka upgrade.
T1 units: Lieutenant (200mp/50fu),M20, HMG.50
T1 Upgrade: BAR (150 mp/40fu), automatically equip 1 BAR rifle to all riflesquads
T2 units : Captain (200mp/60fu), Stuart, Half-track (360mp 40fu), basic halftrack is mounted with .50 HMG, 37mm auto-canon upgrade for 120 amo.
T2 upgrade: BAR (150mp/40fu), automatically equip a 1 BAR rifle to all riflesquads
T3 units: Major (200mp/90fu), Sherman 76mm, M36 Jackson, M1A8 Scott.
Grenade amo cost increase to 45, increased as you are not paying anymore amo for BARs.
M20 fuel cost: 50+20 remains the same.
Halftrack fuel cost: 60+40, around same price as today but less direct impact until 37mm is mounted.
BARs fuel Cost: 50+40 for 1 BAR per squad. I think the tradeoff is quite balance, fuel cost has been increased to 90 for only 1 BAR per squad. You have to add 60+40= 100fu more to get full BARs to all your squads, so 190 fuel in total. Double BAR is still a really powerful capability for USF faction.
BAR also requires now both T1 and T2 to be fully unlocked. If you decide to go that way first, T3 will be delayed farther, here again I think it is an interesting strategic choice. It also “force” you to backtech if you go T1-T3 or T2-T3 to get full BAR upgrades.
Captain cost is decreased to let the player having the option to get this tier first. The tier is still by far more expensive than T1, you need fuel for any of its units or upgrade.
Recap:
T0, adding Pack and ATgun gives USF more flexibility in the strategy, to break T1+Zook or T2+Bars meta.
T1, Something I liked in vCoh was the “BARs or M8 first”, I try to reproduce it here, BARs or M20 first, both are important but 1 will delay the second farther.
T2 is about medium units. The halftrack is available at the same time as today but going halftrack first delay your BARs far more longer. Reducing Captain fuel price also give the Stuart a better room to play. It is still more expensive than the halftrack, delay farther your BARs. Here again a strategic choice to counter some early light vehicles.
T3 remains the same, I don’t think it need some changes. It is already delayed by the BAR increased fuel price and since in the next patch support weapons cannot be destroyed if their servants aren’t killed before ATguns will become more viable, Atgun natural and usual counters heavy infantry will be soft countered by BARs. Only remains arty strikes as usual.
M1919: still available from a doctrine and from rack at the same cost, if BARs are already equipped it is automatically replaced (If you have 1 BAR equipped, 1st M1919 will replace it on the squad). M1919 and BARs cannot be equipped at the same time except if a weapon is picked-up on the ground.
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