Supposedly everything except armor stacks. I've gleaned this from other posts... so the ostwind should according to what I've been told. |
Wholeheartedly agree with op. Reward players who soft retreat. Potentially splits blobs as well... this could be good. The only thing is it makes major worthless except for fake barrage mind games. No ideas on that though. Major is almost worthless now. At least before Scottie could beam him into abandoned vehicles....lol. just remove his pop cap or make him a medic or something. |
this thing sees forever. too bad it was in a noobstomp. |
I personally like having both capt and lt. Usually will back tech capt late for at guns if not airborne. It's just that it isn't viable to tech linear. Makes tanks too late. I've had a few games where I back tech for a pack howie too. WP can be very useful. It's just frustrating that only airborne is viable (team games especially). I love the e8. Can't ever use it though.... |
Tier structure does leave something to be desired. I would suggest either swap the pack howie and the mg OR the m15.
Going lieutenant is mandatory currently. light vehicles are usf's greatest asset. It also comes with a huge liability. Going Lt. ,unless airborne, means no at guns. With bazookas being iffy it leaves a huge hole for and early p4/ostwind or p2 to totally wreck your army unless your m20 mines have clairvoyance. Going captain for the AT gun and nothing else is crappy too. Nothing else in that tier is something i want in even 10% of my games, let alone virtually every game. I always get an m20 or an m15 depending on map control/fuel situation.
Perhaps separating the light vehicles to one per tier would be good. leave the m20 with the Lt, and make it so you still need zooks if you go that route and have the m15 with the Capt. That would delay the fast m15 another minute and a half or so. giving wehr a better shot against it, but also giving the aaht an AT gun to back it up, making it a more viable fuel expenditure. I'm always leery of going m15, except if it's for the coup de grace, since it's so expensive and becomes obsolete fairly quickly. Giving it a bit of cover from armor(not light vehicles) would help it immensely. Giving something worthwhile to the captain would also be nice. I dont see any huge advantages to giving the pack howie to the Lt, but I don't see any disadvantages either.
Alternatively swapping the pack howie and the mg gives the mg and the AT gun to the captain, which would be nice to have them in the same tier. It still leaves the conundrum of choosing light vehicles or an AT gun, but at least all of the factions suppression(RE's don't count) isn't in the same tier.
Another course could be to have Lieutenant be m2, m20, 57mm while captain has pack howie, stuart, m15. This, I believe would signal the end of the captain tier except in games to mop up an overwhelming win. All it does is move a great vehicle to a crappy tier.
personally i think the m15 for pack howie is the best idea. it gives usf indirect fire earlier, which would be nice sometimes, while retaining the current AT situation for going Lt., which i believe is working as intended. You can do okay with zooks and m20, but not great. It would remove the all or nothing feel from the lieutenant though and removing the just nothing feeling from el capitan.
I will say that shifting things in the tiers a bit would make the USF more flexible, which is sorta supposed to be their thing, right..? Going hard AI or hard AT at that point in the game is a difficult, and consequential decision. Have a bit of both in both tiers. That way each is viable. t3 is well done, one ai, one at, one generalist. (id argue m4a3 is absolute garbage AT, but fuctioning in that role as a spotter for jackson it's passable.)
p.s. complaining about jackson three shotting p4 is ironic. jackson is three shotted by everything.....(and they cost the same) and four shotted by zooks. I agree about the units for teching putting wehrmacht behind, but i've no idea how to fix that aside from tech cost adjustments, but this is a USF thread... The popcap issue of officers can be a real problem late game. Having the space for only three vehicles late and your m20 somehow survived that long becomes troublesome. |
More than one stuart? I can't believe you meant that.
of course you don't leave it alone. when i go for an engine crit i try to come in from a flank with the stuart while engaging from a different angle with the rest, usually m36/m4a3. Even still it's just a suicide run for an engine crit. sometimes it's worth it to snare something for the m36, most of the time it doesn't work though.
Stuart isn't durable enough to tango with the big boys. It's two shotted by everything except shreks and only three of them(one shotted by elefant or jagd, and hilarious to see). Maybe I'd risk it against something without a turret... when I'm axis I target Stuarts specifically so they can't bust an engine. If it had 400 hp it would be much more viable. |
2/3 of usf light vehicles are great. M20 and m15 are cost effective and not op. Stuart is just not good at anything. It's not durable or alternatively fast enough to be a good scout. It's not effective against infantry. It's only good for its gimmicks versus armor. So is it a light vehicle counter? Usf has the dangerous lights.... hrmmmm. I only get them if I'm having luchs problems and way off a m4a3. Stun it/engine crit set up for 57mm. |
I've grown sick of playing what was my favorite faction for a few simple reasons. I'd claim they are likely flaws in faction design.
Mandatory choice of best light vehicles in the game or an at gun. To further that point.. you also can't have an mg and an at gun. Airborne gets you around this but then you won't have access to the E8 which is truly the only multi-purpose vehicle on the roster. Both forms of suppression come from the same tier.... grumble. You can not play a team game without an at gun and captain tier is terrible. That locks you out of the best American tier as well as going all three isn't viable.
Rifleman. Rifleman. Rifleman. Rifleman. Great core infantry with opportunity to upgrade. Scale pretty decent too. Problem is that it gets awfully boring, but that isn't uniquely usf. See okw.
Shittiest light tank ever. Since when are light tanks supposed to fight armor? Shouldn't the thing be more ai centric? Also, 320 hp. Dies WAY too fast. Compared to luchs it is entirely worthless. It's a crap gimmick tank.
No reliable indirect fire until m8 hmc. The pack Howie is either great or garbage and is very expensive. I'd pay 480 for a sure thing, but for a risky proposition.... not so much.
But by far the biggest problem is.... you guessed it, penetration. The lowest penetration rates on the army facing the most heavily armored faction. Bazooka pen is not good. At gun pen is not good. Jackson pen is not good late. Jackson is crazy op vs wehr t3 and entirely rng thereafter. Rof is great on 57mm and zooks but so what? Just means more dents on your tanks since they have such high armor ratings. Don't give me the flank crap either or I will remind you of blitz. 57mm with ability popped is passable, at best, until you run into a super heavy. Then, just forget it. Zooks can pen panthers ass, but how often, and for how long, do you see a pV's tailpipes? 80 dmg isn't scary either. The only way to make zooks works is to spam the crap out of them thus crippling AI capabilities.
Now the jackson... man when it pens it's damn near op. The problem is against panthers and up. Anything less than 60% pen isn't reliable imo. The crap armor and hp doesn't help matters. I'd gladly take higher pen for less dmg. Also... two of these are mandatory at all times post mid game. If one dies you're in real trouble. It also has passable pen with vet ability until super heavies. Then you have to shoot rear armor. Ever try to get two Jacksons and a Sherman behind an elefant? Hard to get out with one unit alive if there is any single support unit around, even just a gren for faust. Don't even mention jagdtiger. KT isn't terrible since traverse is so slow. There again, unsupported? Never by anyone with a brain, thus frontal armor engagements only. The only thing that reliably penetrates a super heavy is a p47.
Why is only one doctrine viable? I like to win games too. I like using differing strategies occasionally. I like being able to compete if a game lasts more than 35 minutes.
Thus I've been playing mostly wehrmacht in team games lately, only playing usf in 2v2s. A well rounded army is all I want..... |
Playing against Americans with a single mg42 is not a good idea. That said, you can't delay t2 either. That'd be an even worse idea. I play it pretty static early. Grens spotting for each of my two mgs and flamer pio for those suppressed clowns who think they're going to throw a nade. Very important to have both "teams" close enough to support each other and cover flanks. I also like to mine the arc of fire if I expect MG will be there for more than one engagement. Negates smoking MG and charging through smoke and also negates crawling nade. I do think the mg42 should get at least a slight buff in one or two of: suppression, damage, or traverse. It's far too easy to Yolo a single squad in and screw over the mg. I do that often when playing usf. Run in the crack suicide squad to displace it and the instant it unpacks I rush in the rest of the infantry.
I don't know what/how exactly but I think it should be better in houses too. It's like a.d.d. changing windows and never fires. Perhaps manual selection of which window.
Also, for all mgs... Auto reload when out of combat. Nothing worse than a three round burst then reload when the blob approaches. |
I think soviets are fine. I actually don't think axis tanks are all that crazy either. I've gotten to where I don't like playing usf since the only viable option is airborne lt->maj and two m36. M36 is batshit op vs t3 and entirely rng vs heavies. I've even had times that bounces led to real troubles vs tiger. It's boring meta, nothing new or uniquely usf there. The biggest issue is the rng pen/bounce. Feeding heavies vet by sacrificing spotters gets old fast. |