Thank you very much for the response.
I was just wondering why Semosky the worst USF map?
Too many chokepoints, enclosed map makes it so jacksons have difficulty pathing, buildings are also difficult for USF to clear or hold, fuel point is somewhat difficult to cut off. |
An US rifle blob will beat the hell out of an OKW Volks blob for cost, simply because of the possibility to get BARs and lack of blob control for OKW. If we nerfed Volks this would have to be coupled with a Rifle nerf.
The problem is not the Volks performance but the possibility to field 90 ammo Schrecks with full income. Afaik this was seen as OP on the initial Panzergrenadiers and thus they got two Schrecks for more ammo. The Schreck price should go up to 100 for Volks Schrecks and the cost bulletin (making them cost as much as around 75 ammo only) should be replaced by something else.
The whole point of this patch was to make the under-performing Volks viable again. No need to revert this.
I personally think the biggest issue with the OKW is that Relic didn't revert a lot of the mechanics that they had when they were resource starved. The OKW have a lot of cheap utility that becomes broken when they have full resources now, and the King Tiger without a cp cap or delay was a bit of a joke. |
Volks are over performing by a significant margin, and they need to patch the kt, but the removal of the resource disadvantage is a step in the right direction, now they need to fix the okw advantages since they have equal resources as other factions. |
The Cromwell should be used to crush when facing infantry as its one of the best crushing tanks in the game. |
Hu? I think OKW is way too weak. KT arriving at 11 min? Sorry I think that it needs to arrive at 9 to beat an early stuart.
Agreed. |
This is fun to watch.
OKW need more buffs, like right now. |
1. Punishment for leaving a game by a cooldown or something.
that is all |
had a quite a few serious game where it was used by me or against me.
the ranger is good. but, the problem with USF call in infantries is that by the time you unlock them, even 1cp pathfinders, you have 3 rifles already 99% of the time FFS. and sometimes, i want lieutenant, captain and major. and i dont fuckin want a dozen infantry units by 15 minute mark both due to micro and manpower bleed.
so rangers for me, a replacement for rifles if i lose them.
field defense, i mean really nice but the fuckin mine feels like it take a full minute to plant. so you can't be too aggressive with mines and plant too many of them unless you want your rifles to be out of action for a long time.
50 muni smoke, worth it. but i don't try to spam them because 50 muni is still quiet a bit of muni. takes about 6 sec to fall, so it is pretty quick. not quick enough for you to charge a mg42 and then call in (you'll take a lot of damage), but quick enough to preemptively call-in to cover your retreat.
combined arms, it sound nice on paper. i forget to use it all the time lol.
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now pershing. first things i notice.
1. good dps
2. good against infantry a bit like IS2 - fluctuate between wipe or total miss (not as much as is2 though)
3. vet quickly
4.fast, mobile, 800hp is enough and still feel a lot for a USF tank.
5. Environment Piercing shots - borderline OP at least.
range is indefinite as long as it does not hit the terrain.
indicated range ~70 but you can click outside of the indicated range to shoot which translate to situations like:
you see an almost dead ostwind behind heavy hedgerow 100m away across a smooth terrain, you click the ability, click the ostwind, pershing shoots as soon as it turns the turret and ostwind dead.
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my strat is normal USF strat really. spam rifle, lieutenant or captain then major. 13 cp is way too long to hold out for unless you are on the back foot and cannot afford major. i mean, ranger is better flanker, smoke enhances normal rifle play - flanking, combined army is complimentary, field defense is good but a mine won't suddenly make USF a defensive faction and pershing is pershing.
13cp is laaaate. so if you are winning early game as you are supposed to, you should probably not think "ill get jackson to cover AT and complement AI with pershing", because 13cp is laaaaaate.
Rangers work similarly to Airborne, they replace lost rifles unless you got a ton of floating mp, which you shouldn't as USF, it also gives the Pershing, which is a nice addition for a all around solid tank, although a bit expensive. |
Steam name: RageCake
Steam id/playercard link: 76561197999366743
Allied faction choice: USF
Axis faction choice: Ostheer |
I've got a couple of simple tips that have cut some of the frustrations I've had with the USF
-Bind the ambulance to a control group and set up a macro for healing. I assign the ambulance to CTL+0 then and have 0+Z tied to the numpad enter key for one button healing. This contributes significantly to cutting back on the inherent healing micro tax.
-Make use of superior USF LOS in the early-mid game. A fighting position that been upgraded to a .50 cal AND garrisoned (with RE squad) has some of the biggest LOS in the game. The increase LOS allows the RE squad to begin shooting its rifle grenades sooner if there's no spotter around. Both prerequisites need to be met for the LOS boost. Consider putting up a fighting position on one side of the map that acts as a spotter and deterrent. Combine with a scout car to help flank the inevitable AT gun.
Do you have a USF tip to add that you haven't seen mentioned elsewhere? That's all for now, cheers!
Be as aggressive as possible in the early stages, if you are playing USF in a 1v1 or 2v2, LT into a m20/halftrack will push the enemy back if they arent prepared. With the extra map control try to get a Sherman out fast, Shermans are really strong if they get out quickly.
Tip: Shermans can fight P4s easily now, so use them to fight infantry and mediums, but you will need a Jackson or Easy 8 for the heavier tanks. |