Big Red, USF is indeed the weakest faction. This does not mean unplayable. Rethink your strats, make better use of racks and REs, fighting pits, harassment of supply lines with light vehicles, pack howies, etc. |
Thread: USF OP1 Aug 2015, 22:11 PM
USF is the Protoss of coh2 |
This all sounds really OP. |
AOE is how you deal with light blobs in every RTS game.
WEHR- mortar, mortar HT, riflenade, Werfer, FHT, Tiger, Stug E, MG42
SOV-Demos, Mortar, 120mm mortar, ZiS, SU-76M, Quadtrack, KV-8, KV-2
OKW- Leig, Flaktrack, flak cannon, MG34, Stuka, Sturmtiger
USF- AA Track, Pack Howie, HMC, Sherman, Fighting Position rifle grenade
Maxim and .50 cal not mentioned because they don't stop blobs, only single units.
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I feel like two Sturms, kubel, and panzerfusies might be good. Maybe into a puma. |
Is it viable to use Sturms as your basic infantry? |
Alright yeah ur right, wehr just gives me that professional straight edge feel. I feel like they are the most enjoyable and satisfying faction to use combined arms with. Okw has all the cool shit, plus nothing feels more badass than having vet 5 elite units like obers if you can get them. USF just feels kind of lacking until I can get like dual jacksons, for soviets it actually feels satisfying when I lose a shit ton of units but still end up winning. That whole pyrrhic victory feel is just what I like out of soviets.
I just wish allies would get a few of their units slightly buffed. Germans have a lot less useless units, giving them overall more variety because you have units that perform for cost. Thus they are more fun because you aren't punished as hard for going different strats.
Pretty much this yeah. In the description of Grens it even says they're professionals |
IMO fighting positions can be tweaked to rectify the current USF early game vs OST and late game vs infantry spam issues that the majority of the player base is experiencing while also increasing the amount of viable strategies and encouraging more diverse army composition. These tweaks compliment the USF themes of versatility and mobility while not being OP.
-allow fighting positions to be refunded for a 80% return in MP. Think of Terran Bunkers as an example. This would promote construction of fighting positions early game.
-allow full ability usage (with some exceptions like satchel charges and defensive stance) from within fighting positions. This change lends itself to very interesting tactics. A forward retreat point in a fighting position, and Riflemen throwing grenades come to mind.
-remove the MG upgrade, and allow MG teams and possible mortar teams to go inside.
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Basically, they are cooler
Wehrmacht isn't really that cool tbh. Only cool units they have are PzGrens, sniper, brumbar, and TA. OKW gets Stuka, Sturms, Obers, sturmtiger, falls, fusies, and so many awesome goodies. |
Just gotta point out that Sturmpioneers can't really hit jack shit outside of fisting distance. Just like old shocktroops were. It's pretty damn frustrating.
They do okay damage at the range in between medium and long. Not Pzgrens of course, but Sturms counter with utility, T0, and vet 5. |