Ooooo, USF medium vehicles look awesome. Stuart/AA swap is excellent, Greyhound not being a massive muni whore is just what the doctor ordered and I imagine it'll work really well with the new design of Cpt Tier |
If it weren't for the balance team's unofficial mod, I would already be clearing space on my SSD. |
Lol thompson paras with cloak would literally be the end of all infantry firefights.
6 man uber-commando squads, what could possible go wrong
Why any usf commander has aerial recon is beyond me. It's like giving them call in vanilla riflemen.
Yeah, seriously. Especially in Recon Co though, you already have like 3 other abilities to increase your LoS with, but nothing that would actually benefit from said LoS. |
Don't forget that you'll never have access to a lot of neccessary options like flamers, mgs, at guns, rocket arty, and non-squishy tanks, depending on doctrine and tech choice.
And mines, those things that win games.
It's often better to build 4 Rifles then Spam Shermans, so long as you keep Bazooka Echelons in tow to help repair tanks quicker, Versatily comes at the cost of being fairly predictable.
I'm still positive about the new patch helping the Jackson find it's niche.
Yeah, that's what I've been finding and that's sort of my issue with the US, by design they don't really use combined arms outside the token rifle + callin armor combo. The Jackson change will definitely help this a bit late game and just fits their design so much better, but the US is still, as you said, very inflexible. |
Yeah, I´m not sure which buffs would help though, since the factions weakness is the core desing
That army is based on: Mainline infantry (over)reliance, flanking, aggresivity, and later on picking sh%it off from safe distance. First three are, given the map desinges, utterly impossible and the last works only until axis gets tank destroyers
This. Doesn't really help when the US's "versatility" is limited to racks/shell swapping/smoke (the latter of which is admittedly pretty damn good) and out of ~15 units, 2 are rifle clones, 2 are dedicated non-combat units and one is REs while another 3 are probably locked to you thanks to tech choice and your early/mid doctrinal options are all utter garbage outside limited cheesing.
Things are definitely a bit better with the FBP, but no amount of tweaking is going to fix their god-awful core design. |
Got wasted with some mates and we played what appeared to be the worst ones, so here goes.
::British Logistics::
Its overly-clustered with buildings, two of the three sets of bridges are those wooden ones and and the small size makes it basically just an AI-meatgrinder map. There's also a random neutral airlanding officer near north spawn for some reason.
Maybe if the river was made heavily or entirely into shallows and the buildings were toned down and more strategic it could be kinda like a 2v2 Halbe, but right now its camp-city. Also, bases need defenses.
::Mass Destruction::
Too big, you start with a Goliath for some reason, there's no cover but garrison cover and that's only in random chunks of the map and the map is literally ALL heavy snow. The. Whole. Fucking. Thing. It just isn't really a good map, there's not really a lot you can work with to make it good either.
::Village Agricole::
Not as bad as the other two, but I was only on the right-hand side away from the town. There need to be more openings around the vineyard. The LoS reductions in it are also pretty nasty and a bit much. Buildings on the right should be reduced to one solid one rather than three. Not really sure why VPs are clumped on the right, it would make more sense to scatter them in a line down the center. The piles of dead cows on the bottom is also really weird, throw in some hay or trees or something to break up the monotony.
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As much as I would like to have more options for the Pershing, this commander losing the Paratroopers is a shame, I'd like another USF commander with Paras so I can use all 3 and the bulletin one day.
There was plans to touch some Commanders and their call-ins but Scope.
Yeah, Paras fit it nicely, they really just need to be to a normal 3cp drop with mines or cloak and Pershing feels out of place in Recon.
For me, swap Mechanized Co's Recon Overflight w/ Combined Arms. If the M3 is ever promoted from a 2cp, 40 fuel Soviet scout car to something remotely usable, Combined Arms would provide some really interesting synergy later in the game. |
I was gonna say, all those Brit nerfs were very well deserved (and I quite want to like the Brits) but you're right, Brits have received like 3 buffs in their whole history and two of them were bugfixes to treadbreaker/Smoke Shells.
Meanwhile, FBP Ost is pretty miserable against heavy tanks because all 3 Allied ones come with/are ways of zoning out Ostheer's Paks, so they're being forced into Tiger every single game. |
I'm definitely down for Steam/Dieselpunk CoH and the devs definitely can't be any more negligent than Relic. Fingers crossed this turns out well |
No idea. Seems weird too since they reworked both OKW and USF snares from skillshots at the same time and the OKW one is basically a clone of the Soviet version. |