This is because it seems like the CoH3 game designers spent all their ressources on 1v1 and didn't spend one day thinking about teamgames. The whole USF faction is a perfect example for this as you realized, the entire unit roster clearly was designed by someone who never played a single CoH teamgame match in his life. The DLC Ranger Battlegroup 10 months after release was merely a slapdash fix for this problem.
For some insane reason, they were under the impression that 1v1 is the most important mode in CoH when in reality 90+% of the playerbase doesn't give a single shit about it
It really feels like they are actively trying to annoy players at this point. So far, the new commanders they have added are based on - extreme blobbing (Rangers), fortification spam (Coastal) and bullsh*t invisibility magic (the DAK one). The only decent new commander is the Australians, and the only useful unit of that one is the Archer. I really fear for the future if THIS is the direction they are choosing. |
The "trash" game design that caused the OP to lose about 300 ELO was a small buff to the US MG suppression. It's still not great, nor as good as the MG42, but it isn't completely worthless like it was before the patch. The OP now needs slightly bigger blobs to A-move through US mg's.
At 1600+ ELO's, four US players have a win percentage of 33%. It goes up to an average of 44% when there are Brit's in the mix.
Most of the time the TTK is really long compared to COH2. It isn't like COH2 where you could look at the other part of the map for a second and lose units. The exception to that is a couple of the off-map abilities. DAK has the COH3 versions of artillery cover, zeroing, and the stuka loiter. In 4v4's, better players will coordinate their off-maps and delete all of the units in a large area. In comparison, the US has a couple of hard hitting off-maps that will really do some damage if it takes you more than six seconds to respond to the smoke.
PS - true to Relic's form, US rifles are still overtuned so US is a good 1v1 faction.
The thing that REALLY makes my blood boil about this is that Relic keeps insisting that USF should be the faction based around mobility and maneuver, when in reality, they were exactly the opposite. Why does the USF not have non-doctrinal arty? They fired the most shells and dropped the most bombs out of any nation in the actual war, but for some reason, they just can´t get decent firepower in CoH2 or CoH3.
Another problem is that this asymmetric design is inherently impossible to balance. The USF can win early in 1v1, but they get their asses kicked everywhere else, just like in CoH2. I hoped that Relic would have learned their lesson from that game. Instead, we got another barely competitive USF faction with a grand total of ONE viable strat for team games (Ranger blobs). It is just so annoying to get your opponent to 50 points in 2v2, only to encounter a Tiger and realize the game is over.
Want to fix the USF faction for team games? Give them the Priest SPG in their T3 building. If not the Priest, make the M1 howitzer non-dotrinal and put it in T3. Maybe a strong artillery call in for the Captain or the Scouts. The USF roster already has ways to deal with heavy armor, but the blobs and team weapon spam from the Axis in addition to that heavy armor are just too much.
Btw, I do not think that USF Riflemen are overtuned. In low-mid ELO, where most players play, I usually have no issues dealing with them as the Axis. |
how much have you actually been paying attention to coh2.org
I know that Pathfinders are good at long range, and I know some players use them in team games, but for 1v1, I think it just leaves you incredibly vulnerable. Basically one good P4 push and you´re done.
|
Hi mediev,
I'm by no means a pro but I can give you some hints I think (if you are speaking about 1v1).
It's true, rifles are worse then volks and grens at range so you wanna try to fight up close but that is usually easier said than done. If you charge volk/gren in cover, you are gonna lose.
I found out some good results with rifle company cause it gives your RE access to flamer which is vital. Then try to push OKW's blob with your blob, you should win. OKW can be scarry and agressive early game cause of their scarry Spios. Rifle company is also very good cause it enables your rifles to build mines and green cover - both are very important!
Against ostheer, it's quite simple - flank the mg.
If he has good micro, try to go for mortar (if you didn't bleed too much manpower).
Stuart is kidna meh I think, if opponent builds a LV (222, flak ht, luchs) then go for it, otherwise stuart's AI is not good so most of the time I just skip it and go for bar upgrade instead or .50 cal.
(surprise) nades can also work and give you an edge.
Besides Rifle company, Airborne is also pretty good for dropped .50cals and dropped ATguns. Airborne are also very good and so is late game AT strafe.
OK, so what´s the build order, for example with Rifle Company? Should I go for 3 Rifles, or 2x Rifles and 2x REs? I find that flamethrowers are really only good when you can merge into them like the Soviets can. In my experience, my REs with flamer just get focused down, or the enemy simply leaves cover and beats them that way, because their rifles are so trash. Also, I am not sure that I can win blob vs. blob, especially once Obers start coming out. I have tried several times, and got owned every time.
I have also been experimenting with 2x Rifles, LT, .50 cal and Rangers with Urban Assault, and I got some decent results. I usually get a 2nd .50 cal after the Rangers, put Zooks on my LT and my RE squad, and try to get a Sherman out asap. Normally, the Sherman wouldn´t be worth it, but the bulldozer blade really helps to make the Sherman a bit less squishy, so it can defend itself at least somewhat against the P4. |
Try going 3 Pathfinders to Scott.
I am not sure about that one. Going straight for indirect fire with no snares just seems like suicide in 1v1. |
Hi, I recently came back to USF after playing Soviets, Ostheer and Brits. I am trying to figure out just how the f**k am I supposed to play them? More specifically, how the f**ck do I even survive the early game? So far, I have tried either going 3x Rifle into LT and Stuart, or 2x Rifle 1x RE with Rifle Company into LT and Stuart. Suffice to say, the results are not good.
Against OKW, I just get straight-up manhandled by their infantry. It arrives quicker, it´s cheaper, better at range, and far more versatile than mine. Is there some way to get around this, or do Rifles just suck? Even after playing Conscripts and Grens, I honestly can´t believe just how bad Riflemen are in comparison. Their long-range DPS is atrocious, and trying to close in usually just leads to bleeding a lot of manpower for no reason. They can´t even build their own cover for the most part. Not that it would help, because Volks and Grens usually win at range even against heavy cover.
Against Ostheer, the infantry is less of an issue (at least early on), but the MG-42 just seems impossible to beat. I tried getting an early mortar out, but I find that with how expensive Riflemen are, and how much they bleed against Grens, it really messes up my tech timing because of manpower shortage. And things get no better later on. Once the Grens get their LMGs, they absolutely destroy Riflemen trying to close the gap. I tried going for Stuart, but it just seems to do nothing unless the squad is on negative cover, and very close at the same time.
I would appreciate any build order or commander advice. |
I always veto Lerneiux and Minsk. Calliope is usually a safe bet if the match has any change of turning into an arty fest. Heavy Calvary and Airborne aren't bad picks IMO - Rocket Loiter can help in a pinch and Paras for the the better late game squad replacement and scaling. Pershing was nerfed but still has its uses if you don't think you'll need an offmap that match. Plus you still get Rangers.
Nah, Pershing is almost useless now IMO. For the amount of fuel it costs, it dies WAY too easily to Axis AT. Airborne isn´t bad, but it´s really lacking in terms of late game artillery. If you want consistent success, I would recommend the Calliope. |
I've been playing around with USF for some time now and I haven't been able to hammer down a good solid build order.
Currently, I go Rifle x 3, Lieut, MG, Stewie.
Usually I throw in the ambulance at some random point and after the stewie try to get either another stewie or weapons rack.
From there it's an attempt to rush out the first sherman.
I find though that I'm getting a huge unspent bank of munitions with this build--meaning I either need to build mines or to get the weapon rack faster.
This current build lacks the AT gun which can often times become problematic, especially if I lose the stewie to something stupid.
I'm curious what you guys go for in your USF build and if its "written in stone" or loosy goosy depending on the situation?
Are you talking about team games, or 1v1? |
I am not saying it´s not possible, I am simply saying it´s fucking stupid. Also, it´s irrelevant, because Shermans get wrecked by AT anyway, so they won´t do much against infantry in the late game. The only USF vehicle that works against infantry in the late game is the Calliope. The others either get destroyed too easily (like the Sherman and the AAHT), or don´t do enough damage (like the Scott). I still have to try Armor Company, though. Maybe the 105 Sherman could do the job? At least on CQC maps, it seems like a solid choice.
Nope, just tried a couple games, and Armor Company sucks. With no elite infantry, Riflemen get wrecked, and the tanks are not worth it. So in USF team games, it´s Urban Assault, Recon Support, maybe Airborne (against OH mainly), or gg. |
You dont have to, but you also have to right to complain since game provide you an option to have more units. If it was game exploiut\break then it would have been fixed.
If you dont like to learn how to play the game properly, then you have no right to complain about it really.
I am not saying it´s not possible, I am simply saying it´s fucking stupid. Also, it´s irrelevant, because Shermans get wrecked by AT anyway, so they won´t do much against infantry in the late game. The only USF vehicle that works against infantry in the late game is the Calliope. The others either get destroyed too easily (like the Sherman and the AAHT), or don´t do enough damage (like the Scott). I still have to try Armor Company, though. Maybe the 105 Sherman could do the job? At least on CQC maps, it seems like a solid choice. |