A really good game from all sides, back and forth, with use of Conscripts by my Ally and Friend. |
Why remove Tommy Guns from Paras and Rangers?
That's the one change I don't like, Rangers with elite 1919s, which are better than the regular ones, might be hilarious broken, everything else is good but I would change the "Scott" Combat Group just to a Combat Group like the one in CoH1 Infantry doctrine, just you pay fuel to turn into Manpower. That would be situationally powerful. |
I used to think that too but then they'd be OP as shit with bars or lmg/bar combo.
25 MP per model makes them just 3 less MP than Riflemen, feels a bit too costly overtime. |
I still wish REs went back to 20mp per model, with the Bazooka bug, they are more of a soft/support AT option than ever. |
I got it and answered to their questions.
I'm glad one of the option was the Pacific Theather. |
Pen doesn't mean much if the RoF isn't there to back it up. Part of the reason why the panther is underwhelming in 1v1. The sherman is overly efficient if you compare them with the p4. You can also say the p4 is not worth the investment compared to the sherman. no matter which way you say it though, Sherman > P4
This is because for most USF Commanders, the Sherman is the USF lategame, it's their Tier 4 after all. |
OKW is silly anywhere but in 1vs1, specially double OKW, nothing new here... Teamgames are the Axis playground, Brits came to fix it but now, I don't know if that holds up if you have one OKW for each Brit. |
I would buy the skins if at least they showed how the Orca skins look now, the DLC page shows one unit only! |
I don't think it's a surprise to anyone, who has used it, that this ability was nerfed into near uselessness. It's a good muni-sink if you are winning but a Tiger or something like that shows up and you snare it I guess. |
It WAS built around infantry.
This was before team weapons buff.
Instead of the retorical question "why the enemy faction grass is greener ?" can we start thinking about a better one ?
Like, what usf lacks exactly.
Well, usf lacks three things
1) FBP jackson, MIND, NOT BECAUSE ACTUAL IS UP, simply because it can happen to be situational as tank destroyer and less favorable over other kiting vehicles like m10, thus a rework intended to make it a firefly-like sniper is only an advantage.
A tank destroyer being focused on speed is ok, but m10 is enough for that.
2) Normal at gun with penetration for heavies not linked to a muni ability, yet with nerfed fire rate (because it actually looks like it's manned by jamaicans on drugs), i like the idea of a uber at gun that compensate dps with penetration, but just makes light vehicle play frustrating and late game usf muni based.
A mp increase would be required.
In addiction, zooks perfectly fullfill the soft at needs...soo...
3) To freaking lose the second bar option, and a rework of tech so aaht goes to captain in place of stuart (FBP) because the actual tech system links 2 suppression platforms to a tier and the at options to another.
Late game usf has scott, shermans, but also rangers, para, and the hmg with the second highest dps in game and vet0 ap rounds on top of that.
The fact that you get the option to turn your mainline in the only ai you need is retarded.
Mortar should disappear in favor of tier 0 usf smoke tho, while it is silly that an unvetted squad can't use at grenades, those should take the smoke grenade place in side teching.
Scott FINALLY wouldn't get to be overshadowed as it gets smoke other than normal shells and barrage attack.
Some pretty goods ideas here, outside of agreeing with the delayed patch changes that would have helped US so much outside of 1vs1 while making LT finally self-contained, I'd totally would take a price increase to make the ATG better at dealing with tanks that just obliterating light vehicles that CHAD USF doesn't struggle against. |