OP got me inspired, I'll take a shot at it.
Almost every change has one vision in mind, giving better support to stock USF.
How I would redesign usf.
Teching changes
Major tech changed to 70 fuel. Now has a tech button (50 fuel) like the officer tech buildings have.
Teching major unlocks Thompson only Airborne, giving usf a "clutch" unit for late game to replace riflemen.
Stock Unit changes
LT: Passive ability: when in cover gives it slightly more vision (I&R doc ability vision) giving the unit a bit better spotting for the hmg. Vet 1 ability: lockdown area for 10 seconds, costs 10 muni. Giving more defensive power to the LT to hold off a cutoff for example while you wait for reincorcements. Making it a better support unit.
HMG: Squad increased to 5 men. A bit higher surviveability vs late game elite inf.
M20: Vision increased to 222 and Sov scoutcar counterparts.
Increased health at vet 3, making it just survive 2 AT gun shots.
Smoke removed, replaced by Smoke Screen. Making it more of a supporting role for mainlines and giving it a bit less surviveability.
Major: Forward retreat cooldown reduced to 30 seconds. Costs 120mp + 10 fuel each time to set up. Will provide healing + reinforcement in a form of a medic tent (still delayed reinforcement). Everytime you set up, every player hears a sound. So Axis knows when forward retreat is being used, but not where. Giving USF a bit better mobility late game.
Ambulance: Removed medics crew. Now costs 150 mp. 10 Fuel.
Stuart: Cost reduced from 70, to 60 fuel.
Doctrine changes
Airborne Doc
Pathfinders: 1 CP req. Squad changed to 5
men. 50 muni for snipers rifles, same health crit as JLI. Can't equip additional weapons. Retains camo out of cover like mandos/snipers.
New ability: Smoke drop at location.
Ability changes: beacons no longer provide maphack. Beacons make paratroopers drop down faster like Falls.
This will change paths to a supporting role for mainline rifles. Scout, call in smoke and push up.
Paratroopers: Able to equip LMG, unlike stock paratroopers. LMG upgrade provides Infrared scopes. Giving USF an infantry option vs camoed units.
Heavy Cavalry
Pershing: Has a crew now. Removed crit repair from crew.
Rangers: Gets smoke grenades + incendinary device. Nade removed. Passive sprint when vet 3.
Recon support
I&R Pathfinders: Reduced to 3 men.
Still 0 CP to call in.
Can get rifle nade upgrade for 50 muni, fills up all weapon slots.
New vet 1 ability: Set up in friendly territory for increased muni income.
Beacon maphack ability removed, now removes FOW of an area (AoE comparable to a flare) to better defend against flanks. Only one beacon can be set up.
I&R Arty removed. Now added to the Major. When selection Recon Support Doctrine.
Greyhound: Cost increased to 70 fuel.
No CP, avaiable in LT building after teching.
New ability: Smoke Screen, giving it a better supporting role for rifles and justifying it's fuel increase.
Airdropped AT Combat Group: Airborne squad size reduced to 5 men. Now has snare. Can place mines. When vet 3 passive sniper/mando camo. 90 muni upgrade for double zooks.
Now drops an AT gun instead of a pak howie.
Mechanized
M4A3 sherman: Now gets heatrounds, but with no more pen increase. This will give it great potential to use it togheter with the WC51 mark target ability, which increases pen.
WC51: CP increased to 1, is now a call in.
Now has a crew again.
Gets increased atack range when vet 3, like the M20.
Now gets more vision when vet.
Cost changed to 280 and 10 fuel, comes with the mg.
Infantry Company
M1919A6 Light Machine Gun: Removed from racks, can only be equiped by Paratroopers. LMG upgrade provides Infrared scopes.
M21 Mortar HT: Removed Phos rounds, replaced by flare ability.
Priest: Vet 1 ability replaced by Airburst shells.
Mp cost reduced to 400.
When giving the mortar HT flares, I think it gave it a bit too much synergie with the old vet 1 Priest ability.
Airburst shells blind tanks, giving support to USF armor to better tackle long range heavy tanks.
Armor Company
Assault engineers: now have smoke grenades.
Urban Assault Company
Rangers: Gets smoke grenades + incendinary device. Nade removed. Passive sprint when vet 3.
This will give the USF more clear supporting roles for their stock army.
USF overal strategy: A highly mobile faction which uses combined arms for atacking gaps in enemy lines at the cost of MP bleed and muni costs.
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Post History of Looney
Thread: USF Faction Redesign 15 Jul 2022, 17:28 PM
In: COH2 Balance |
Thread: USF on life support22 Jun 2020, 21:27 PM
USF is a super strong faction that suffers from awkward unit timings and a lack of super late game non doc pushing abilities/units like a katy and a sponge unit that can take the heat off your main forces. USF with a doc picked that counters the opponents doc almost always wins. Imo stock USF is average but when you pick the right doc at the right time it’s the strongest, which is harder to do in teamgames. Compared to other factions except maybe werh docs are less important. In: COH2 Balance |
Thread: USF Combined Arms Ability ?12 May 2020, 12:10 PM
It's an amazing ability. As the name implies you have to use combined arms to make it really shine, a vet 3 jackson in late game + the 30% reload speed is insane especially when your entire army is supporting it. Though it is tough to time it in the heat of a late game 1s or 2s match but when you practice enough you know when to hit that button and it guarantees you pushing off the opponent if the enemy is not using an ability as well. In: COH2 Gameplay |
Thread: Someone have use the M20 lately?29 Apr 2020, 09:11 AM
I’m not sure if you can call building the truck itself teching, it’s a unit. You still have the building choice unlike the USF lock yourself into LT or Cp building. That’s a nice solution! In: COH2 Gameplay |
Thread: Someone have use the M20 lately?28 Apr 2020, 21:09 PM
M20 rush is awkward to say the least. 2 rifles into LT > M20 is almost always sacrificing your early game because of the slow teching and building time. I mean why go 3 rifles into an M20 when 50 fuel further down the line you can get a stuart, not to mention you get a lot more map control with going 3 rifles first. I wish the M20 had a faster build time, the unit itself is in a super good spot no need to change. Also the 221 arguments here are valid but imo the 221 arrives a lot faster without having to tech, only needing the truck to be build. In: COH2 Gameplay |
Thread: April 25th Update26 Apr 2017, 17:08 PM
Seems like a great patch, honestly can't think of anything downright OP on either side After these patches. Maby calliope or t70? Still wish they did something about certain usf docs, a fanboy can dream. In: Lobby |
Thread: The American BAR28 Mar 2017, 07:54 AM
Is the double bar Really that bad though? Usually means no nades or arty abilities. In: COH2 Balance |
Thread: Pathfinders (USF)26 Jan 2017, 18:45 PM
New yes, meta no In: COH2 Balance |
Thread: Pathfinders (USF)26 Jan 2017, 08:45 AM
LUL what's happening And to answer your question, waiting for the patch, usf m3 buff In: COH2 Balance |
Thread: Pathfinders (USF)23 Jan 2017, 14:37 PM
Just make them spawn out of buildings In: COH2 Balance |
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