I've stated multiple times now that USF has about 50% win rate across all modes, being better in 1v1 and worse in 4v4, following the general trend of Allied factions.
If you keep citing a 53% WR for USF in general, at least note that this is only true for 1v1 and no other mode. Otherwise the WR of 53% is misleading, as would be citing the 4v4 WR of 48% and generally stating that this was "USF winrate". I already pointed this out earlier.
"USF this patch have higher win-rates than axis so there is not indication that hey are weak (1vs1 patch duration)."
I have.
Now if you want number from 2vs2 that are less "contaminated" one should probably look at the same faction matches where double USF have 51/49 vs double OKW and 54/46 vs double Ostheer for this patch.
Do you have any stats for that? Honest question. Although I like digging data, I just don't have the time to look up all possible time frames and data myself.
I had pointed out how OP WC51 even when first patched (20 Dec 2017) the unit remained OP until February 26th 2021 that is 4 years...
OP by default because they are misdesigned? Wouldn't say so. Are they too cost efficient for their price? I also wouldn't say so. 1-2 paths are reasonable and helpful in the build without them feeling OP by any means. But as I already said I do agree with your previous post that this path spam strategy is bad for the game or at least a consequence of badly designed pathfinders. This has been the actual topic of the thread.
They are both misdesinged and OP.
1) XP value us way to low (OP)
2) They come with Elite carbines that else are available to CP 3 and are superior to Riflemen M1. To add salt to would the weapon is very good at close range making Pathfinders and I&R pathfinder able to dish damage at all ranges (bad design)
3) Beacon with no cost/down side (bad design)
4) Able to spam (timing/cost/pop)/Critical kill carbines (OP)
5) Rack 2 weapon slot, no mu cost/slot for scoped carbines (OP)
6) Extra range with vet even to slot weapons/ combined with extra sight to take advantage of the range (OP)
I never said anything about a "guaranteed victory". Please don't state things I did not say.
I'll skip this part for clarification: I assume in 3 through 5 the "would be identical" is a copy and paste error and not supposed to be there?
Also, where is the qualitative difference in options 3 to 5?
Sorry but I failed understanding your question.
My question is simply since you have claimed that nerfing Air would make USF's win rates plummet what is your rough estimation for that "plummet"?
I think others have explained this better than I did. Not needing to push into enemy lines, being able to dodge enemy MGs and not bleeding against snipers are probably the most important.
And if you read my posts you will see that I regularly stressed that the stats are no proof, but only indication. Still, we have to deal with them.
"Fixing" these "core problems" of the USF will create "core" problems to Ostheer since it would invalidated their combined arm strengths and leave Grenadier at the mercy of riflemen blobs.
And USF have stock option to counter those (even if not optimal) unlike UKF and that was my point.