You already nerf the mid game of usf and take away the only turning chance of USF of light vehicle. I think you must give some thing back to USF early game so it isn't always forced to lose at the beginning.
There is two way to fix this issue. First is fix the unit of variety problem of USF, so it will actually be COH that the first unit is a paper ,scissor ,stone game . However I know it would be never happen because there is too much work to do so. The simple fix would be either buff USF first unit or Nerf OKW first unit ,so USF can have a chance to get into the building of controversial point or force the OKW sturm leave the building before the ost mg garrisoned into it. So axis wont be auto win in the very beginning of the game everytime and USF can actually play defensively until more type of unit is able to build.
Why are you saying it's an "auto win" if Axis gets into a building? Use your free Mortar smoke, tech early grenades, throw frags. You have time in team games to dick around with teching because presumably someone on your team will get an AEC, T-70, ATG, etc. out fairly early so you don't have to worry about rushing to a Stuart as USF to counter the 222, Luchs, or OP (too much damage too quickly) Flame halftrack. Tech weapon racks while you're at it.
I think all the Allied nerfs last few patches have really, really put Allies on the backfoot in team games, but your complaining sounds like L2P issues and/or you just want things to be really easy. Nerfing Sturms and buffing Rear Echelons would absolutely break the USF vs. OKW early game considering Rifles are already quite a bit better than Volks. You're also complaining about how the Kubel should be nerfed in other posts... so you basically want to walk over OKW with no effort. Not going to happen.
True. I don't support the tank half the time. USF players almost never support their Shermans though. I paid 125 fuel for a tank that can't hold it's own against a single zook rifle squad.
Why are you still posting?
If you can't handle a single Zook squad with a Panzer IV, that's your problem.
I agree that shrekblobs wasn't a huge problem, now they aren't totally disappear actually but pfaust added and I think fighting against OKW will be even harder.
I think OKW will be harder to fight in 1v1 (though the side tech helps). They have a ton of tools to dispatch light vehicles now.
Team games will hopefully be better. You just can't blob 4-man, expensive Sturmpios that need to be in the face of Allied infantry to do AI like you could blob cheap Volks that excel at long range. A-moving a Sturm blob isn't going to mean shit against infantry and wipes from tanks and artillery will be more common due to smaller squad sizes.
I don't understand how anyone can think a faction with ALL of the following non-doctrinal units are weak w/ AT, at any point of the game:
-Tier 0 anti-tank gun (recently buffed, can camouflage, can garrison, can retreat)
-Tier 0 infantry that has a vehicle snare
-Tier 0 infantry that has Panzershrek
-Puma, light tank hunter that hard counters all Allied light vehicles and armor; reliably penetrates most Allied mediums
-not one but TWO dedicated tank destroyers w/ tremendous survivability due to high armor: Jagdpanzer IV and Panther
-Tier 0 best heavy tank in the game that kills Allied tank destroyers in 2-3 shots and reliably kills 2-3 models every time it shoots at Allied infantry
How can you say with a straight face OKW needs AT buffs at this point? I almost think OKW has too much AT as the patch currently stands (e.g., if Shreks go to Sturms, Volks probably don't need snare anymore). Yes, its anti-tank gun is (arguably) less survivable than other ATGs, but so what? It can cloak, it can garrison, it's cheap, you can always build it no matter what tech you choose, and it can retreat.
I don't know. I feel like when you have so many armored options that are statistically superior across the board than Allied counterparts, maybe you don't need to have the best anti-tank infantry / weapon teams too...
Like forward retreat and repeated nerfs to indirect fire units like the Land Mattress and Calliope, removing crush only further encourages blobbing and the use of A-move control groups that can one shot Allied medium armor, pretty much with impunity now.
With the snare on Volks and no crush, a huge threat to OKW (and the rare OST) AT blobs is gone. Guess that's how Relic wants it.
The only thing I like about OKW forward retreat is eventually I will catch the mass retreat of Sturm Officer / Panzerfusilier / Volks Shrek blob clumped around the Battlegroup HQ with a Calliope.
Of course, it gets kind of old choosing Tactical Support every game. But gotta have something to punish the blobs as USF...
The day forward retreat is removed and/or some intern at Relic decides to code in ballooning Received Accuracy for infantry when too many friendly units clump together will be a great day for COH2 indeed.
All I want is a normal mortar. They can just throw the mortar pit away, it doesn't really matter to me anyway! I mean, like, you invest 400 mp for something that only score like 8-10 kills the entire match and it can't be move up to support. Right now I just use the Land Mattress because at least the bloody thing can move. (Perspective from an aggressive Brit player so if you don't agree, it's fine)
Actually, how about an upgrade for UC to have a mortar on it (doc or non-doc, I don't know), so the UC will act like a British mortar halftrack. That would be nice!
Where do you build your Mortar Pit? Behind your HQ?
In all of my games as Allies and even at high levels of play I've observed via casts and streams, Mortar Pits always have a massive impact if positioned well and protected efficiently. If Mortar Pits were only getting 8-10 kills a game, people wouldn't be constantly crying about them. The "problem" is they consistently get 20-30+ kills a game, are hard to kill, and can typically cover 2 VPs at once. Not to mention the x2 shots are prone to wiping 4-man Axis squads.
I really like the idea of Bofors OR Mortar Pit tech choice with AEC just being a normal light vehicle always available to Brits.I think that would go a long way to curbing Sim City and forcing lower ELO British players to play more like the other four factions and rely less on auto-fire / auto-kill static emplacements.
If you look into the stats, premium commanders dominate the tournaments. I understand players that do not want to spend more money into a full priced game, because 60 Euros (the price on release) is a lot of money. And if you need to spend more and more to keep yourself in the game, it will make players quick extremely fast.
I don't understand those players.
The game came out 3 years ago. It isn't 1999. No rational consumer / gamer should expect that the price of the base game would also entitle them to all the additional content that's been developed and released over the past 3 years.
Relic didn't make new factions and commanders and units and abilities for free, and no one should expect to get them for free either.