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Post History of Korean Jesus
Thread: US BARS29 Aug 2018, 11:37 AM
Yes, on the paper bar does more damage than STG. But Volk is like 10 times tankier than riflemen and cheaper to build and reinforce. It is like you are comparing glass cannon vs a tank. Rifle DPS doesn't match the tackiness of volks. Escipaclly late game, riflemen are so bad. If only riflemen are not so squishy I would say usf is not a bad faction. I destroyed ihitto AKA USF OP nerf more (Top 10 usf player)every time when I played against him as OKW. He is a very good player, but the usf faction is really bad ATM. Unless you play WC truck like twistytoosty. In: COH2 Balance |
Thread: USF infantry upgrade3 Aug 2018, 07:39 AM
Bro, in a perfect situation yes rifle out damage volks. You have to take other factors into consideration. Rifle takes forever to fire snare, no sandbag, more expensive to reinforce, no long range damage. In: COH2 Balance |
Thread: USF infantry upgrade2 Aug 2018, 21:57 PM
Bro, when you get top 30. Snipe me in solo queue. "Nobody" plays USF in GCS In: COH2 Balance |
Thread: USF infantry upgrade31 Jul 2018, 20:11 PM
Just check out the overall win rate of USF in GCS. Super low, not even close to 1:3 In: COH2 Balance |
Thread: USF infantry upgrade30 Jul 2018, 02:23 AM
https://www.youtube.com/watch?v=GSpjWnDko2I Newest GCS USF game, you can see easily why riflemen are bad between two similar skill level players. More model drops on the riflemen than grens. In: COH2 Balance |
Thread: USF infantry upgrade28 Jul 2018, 05:58 AM
USF is fine when I play vs players below top 20 players, I don't think you have experienced enough frustration vs a really good OKW player. VS okw players, even you killed two squads if they manage to produce their lucs out around 6 mins, they are completely fine. Still can gain half of the map control. AT gun as you mentioned, you will never kill the lucs vs a good okw player, and you just bleed out in manpower when he pokes you at max range. Which also means, you can't play on both side of the map, you can only play the side where you have at gun. And btw, if you screw up early first grouped engagement vs Volks, then there is no way you winning the game. Volks then build sandbags at fuels and key location waiting for you to attack. They have a better chance of winning since they are long range and don't have to gap close. Still, have SP to flank. Same population caps, volks and sp has more combat potential than USF, since RM is expensive and squishy. You can't get to the late game when you can't survive the early game because of manpower bleed and if their p4 comes before your Sherman it is pretty much game over. AA half track, can easily be killed by a hold fire camo rekton. If you go t1, your light vehicle naturally at disadvantage vs OKW 's light vehicle since they have no tech needed at gun. If you go t2, RM not going to win vs Volks with STG since your don't have .50 cal support.STG always cheaper to get vs tech upgrade bar. So volks have much early power spikes vs RM. Moreover, one puma from axis completely shutdowns USF light vehicle. So unless you use some off meta-strategy like WC trucks, MG spam you don't really have an advantage vs OKW. I believe this is also the reason why USF pick rate is low in gcs. Either buff RM by give them smokes back or remove the sandbag from Volks. You don't need to remove the sandbag from tommies since their cap rate got nerfered. People complained about how OP the double LMG on RM was, with the captain's on me ability it was OP. But one single LMG on RM is super bad, you put it on a vetted RE is decent. IMO, LMG 42 is much better than USF LMG, which is also 15 muni cheaper, can be upgraded after battle phase one. LMG 42 comes earlier than 3cp USF lmg. On maps like crossroad, single LMG 42 upgrade on GD makes them 100 to 0 RM. This is the reason why RM needs the smoke to gap close and win closed up engagements. I think relic can make the same change on RM rifle smoke, reduce the range of smoke when RM is supressed, allows the machine gun to reposition. Maybe reduce the dps of USF lmg, and make it 2x for the riflemen. RM is currently not the backbone of the USF force. In: COH2 Balance |
Thread: USF infantry upgrade25 Jul 2018, 23:16 PM
You ranked 100, I am sure you are better than me. I am just a noob. In: COH2 Balance |
Thread: USF infantry upgrade25 Jul 2018, 19:14 PM
Panzerfaust is instant snare vs rifle nade takes a while, and sometimes when a unit uses smoke it bugged out. Rifle vet 3 late game is okay, just not great. But before you get vet3 rifle is squishy, so the problem is how to survive the early game with much less manpower bleed. Imagine if you lose a rifle squad early, the impact on the USF player vs lose a volk squad early. I had some many games where I wiped volks squad early vs OKW player, they still had okay mid game when the lucs comes out. But as USF losing RM early could be the end of the game. In: COH2 Balance |
Thread: USF infantry upgrade25 Jul 2018, 16:20 PM
USF is weak all stage of the game ATM IMO. Here is why, riflemen don't out scale axis infantry. Vet 3 and vet 5 volks is much durable and has more utility than riflemen. They gain vet much faster than the riflemen too, since they can engage at long range and retreat when less favorable matchups. It is often the case volks KDA is better than RM. And for some reason one Panzerfaust gives you insane amount of xp. Not to mention OKW can make ober which dominate riflemen. USF naturally does not have a late game infantry units like the ober, you have to preserve the riflemen and its vet. 20mins into the game, a fresh RM squad it is even harder for them to kill units and gain vets. On the other hand axis still can stay at max range get model drops,and gain vets since RM vet3 at long range really doesn't do dps. So a faction suppose to have the strongest infantry lose infantry fight all stage of the game? huh? Someone of you might say ranger and paratroopers. Lucs, flame half-track, 222 and puma with smoke meta makes easy manpower bleed. USF has light vehicles too, but it is also naturally at disadvantage. USF AA halftrack vs OKW AA, OKW has an at gun that doesn't require tech. One puma outclasses all USF light vehicles. Really unless you out skill your opponent, USF hard to play. Most people build WC truck nowadays to gain the advantage early. I really miss the old coh meta, where allies win the early game with infantry, and mid game could go either way. Late game axis can make comebacks with their heavy tank on little vps they have left. In: COH2 Balance |
Thread: USF infantry upgrade24 Jul 2018, 22:47 PM
I agree with you, but do you realize how easy it is for volks to have access to sandbags. You can't just have your mortar going all over the map. Even if you build a mortar, you got one less combat effective squad vs okw. When you barrage them behind cover, they can just simply move away,and your mortar is useless. On the hand, if OKW decided to blob at your cutoff, you are not going to win the engagement with one indirect fire unit. In: COH2 Balance |
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