Honestly I don't even like pathfinder spam as USF. I don't really see how it's better than going 1 path plus riflemen. Rifles are tougher, they have grenades and a snare, and they don't lose as soon as things close to like 20 meters.
Also I'm pretty sure they are actually the worst USF infantry against kubels. Yes, if you run a kubel into 4 squads it'll probably die pretty quick, but 4 rifles would do better here too.
problem is USF rifleman opening is outdated. Everything is change but USF openning still the same.
Not to mention a kubel bleed rifleman. Good OKW player dont need to rush and push, they just bleed Rifleman with kubel, volk behind sandbag.
WEH on other hand, abuse sniper, mg42 and make sure pios intercept rifleman flank. That is how earlygame team mode work. |
https://coh2stats.com/stats?range=month&statsSource=all&type=2v2&race=usf&timeStamp=1646092800
From July 2021 to March 2022, Armor company, Rifleman company and mechanize stayed at the botton of USF commander pick. From all player to top 200. 2v2 mode (editted).
in 1v1, Rifle company got a middle place, still not the most popular company pick.
3 doctrine promote agressive, combine arm with M4 valiants yet stayed in botton zone. So sad.
Thank god only M4 bulldozer on Urban actually worked.
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sure, nerfed almost everything doctrine could give and call it balance.
Very nice.
Balance team dont care about community voice. When thing gone wrong they just saying " out of scope " LOL.
Back to M4 valiants. Mechanize company offer unity choices for player:
+ Normal M4 with bulldozer as meatshield (USF lacking this role).
+ M4 76mm for combat effectivess. Now USF can head to head against Pz4 in long run rather to wait for M36.
As we know. Weh get medium tank faster than USF. M4 76 is a best choice to catch up with.
Right now, Mechanize company ic completely dead. From 08/2021 to 03/2022, it sit at botton zone of USF company pick. This is not what we want.
Balance team was too toxic, inconsistanly about their point of view. |
yes, give Major the 4th rear echelon update (cos mp, ammu or whatever ) is a Big plus. I'm sure that it wouldn't break balance at all |
^ then why ONLY Staurt got 30 range far instead of 40 ?.
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to be honest, remove 'Abandon" feature of StrumTiger is big Buff. Because of this Sturm Tiger can:
- Reload, repair in frontline without fear abandon from random shot.
- Increase RoF by a lot. Istead of spending 20-40s to go back a safe place. you only need about 5-10s for it.
- Diving kill is become too hard. at 8 CP, Allies cant afford a muti tank dive for a 9 kill shot heavy tank. good old time when you scout ST in repair mode, you can commit a dive to abandon and infict a good damage while your tank still had a chance to run aways.
- Abandon can be abuse to give alies ST. Yes but also no, at same time you give up 165 fuel unit and repair time, vet and sweaker your armry until 2nd ST come. Your alies also added a big pop cap to their army and that hurt him in long term./.
Combined it with new buff. ST was auto pick in almost every team game from 2v2 to 4v4. Usually there were 2-3 ST with Jadtiger, ele, Tiger 1, KT and so on. imaging 2,3 ST nuking constantly every minutes from left, right and center ! |
OP sturm tiger:
- Can reload after nuking because it cant no longer decrew. Yes, due to this buff, ST rate of fire become to rialably for 160 fuel 8 CP heavy tank unit.
- got 40 range shot at vet.
- Instant shot bug
- 240 armor but too much HP. that's mean it can nuke 1 AT and got away.
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and dont upgrade them with Vicker K since it only have 25% moving acc
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I think they will have less chance of being stuck, but can't say for sure cause I haven't tested it for extreme cases. I never saw them stucked so far. The whole point of building two consecutive tank trap in different direction is to remove the gap between them. So yes, I guess it would minimize the chacne of RE getting stuck between them.
R.E will struck between 2 tank trap if:
1/ they build the first one and turn left/right to build another > stuck. More often when you build 2 tank trap on VP.
2/ when you give them too many order "click" they will build a tank trap, stick together on 1 spot, turn left or right and build second tank trap > stuck. Just like sometime I click them to cap but 3/4 model stay in random cover and let 1 guy go. |
summary:
1/ Vicker K had 30% moving acc not 60%, a scam weapon !
2/ Tommy need 35 fuel, 120 ammo, staying cover and yet lose to Ass green charging. (Confirm through test).
3/ If Vicker K is only for Ass Tommy, then why it stay on Heavy sapper and M3 ?. And yet why it suit for UKF officer ?
I am really disappointed about balance team and who defend them in this case.... |