destroying the tracks for an m20 mine is fine, but doing that much damage? idk
It's built to one shot even the heaviest light Vehicles such as the Luchs. |
All it needs is just better veterancy IMO. All the other single call in heavies have wayyy better vet.
The difference between Vet 1 and 2 compared 3 is such a huge power spike. |
Here's an idea, give stormtroopers a cheaper stg 44 package and that will make them look less bad. If people actually want to nerf Ostheer in its current state, they are out of their mind. What's next? USF early game needs a buff? Free Bars everytime you click on the ambulance?
Lol just lol.
I'd take USF early game buffs, yes please. |
Lol pgrens need upgrade to get stg44s? Good way to further sterilise Ostheer
It would make Stormtroopers look a little less bad. |
If it gets more health then you would need to nerf it in other areas like removing the double tap, reducing aoe, reducing reload buffs with vet etc.
I would rather make it a heavy specialized in AT than AI, so USF only Heavy Tank was specialized in duels, like the Panther is. |
I wouldn't mind a cost increase if they increased it's durability to more acceptable "heavy" levels, I often think that 2 Shermans can do the AI job of the Pershing much better, as you will eventually want to tech Major and support your M26 with more armor anyway. |
Just keep in mind retreat paths and don't overextend, retreating through red cover through enemy units is a disaster for any faction. |
In my experience it can be overwrite and lost alongside a lot of other bad messages such as announcing wipes or vehicle losses. |
First of all, welcome to the good guys! (LUL)
If you have already mastered Ostheer and you clearly want to put that tactical knowledge to good use, first of all you should start with 3 Riflemen, as tempting as it's to get an early mortar to harrash the MG42, you want those 3 squads in the field ASAP as learning to make the most of Rifles is key to play USF well.
That said your main goal as USF, specially against Wehrmacht, is to cause as much chaos as you can securing a VP lead, disconnecting their resources whenever possible and trying to steal their awesome support weapons, I'd recommend you stick to the Captain for now since LT play leaves very few margin for error as the M20 and .50 cal can handle the 222s but it's much easier to just get Cap for the much sturdier Stuart and safe bet that is the 57mm AT gun, once you start getting more used to USF you can go back and try the LT, after your light vehicle and getting Amby, Weapon Racks and Grenades, you want to get a Major and a Sherman as soon as possible, many dislike the Sherman but I think learning how to use it is important, as they will make the most of your mid to lategame armored forces if you only have the basic commanders, they can do a lot of damage to infantry by default, specially with their .50 cals and can handle tanks if they flank them or swarm them, it's important to learn their limits and get the most of their popcap "feature" and self-repair.
Vs Ostheer is It's very important to maintain field presence as USF, as getting back land lost after the enemy Wehr setups Pak40s and MG42s can be a daunting, resource intensive and possibly dangerous task, making most out of your glass cannons by being agressive can easily get them killed or make you bleed too much manpower, with time and if you know the enemy well as you should, you will learn how to come out ahead in trades with the enemy.
That's a good wall of text to start this thread, Americans are a very fun army to play as, but they will ask you to be agressive with units that can die very easily so learning their limits is important and that only comes with experience. |
If you are still having problems vs USF as Wehrmacht, then you should learn how much ground you can hold and how much is enough to survive until you outscale him late game, mastering the use of Sniper will help you get there even faster by bleeding him and delaying his assaults and tech. |