remove motor (didn't need it in the first place) and give USF riflemen ther smoke nades back
Remove the mortar and USF has no garrison counter until Captain or Major. |
Rear Echelon smoke was a good idea. The problem is the upgrade's still priced like the much more powerful Rifleman smoke, so nobody ever unlocks it.
150 MP 15 FU like Weapon Racks is the highest I think it can go right now. It might even get away with being 100 MP 10 FU like the UKF grenades. |
Pack Howitzer suppression was added several patches down the road.
Wait, they patched that in? relic whhhhyyy |
That imo is incorrect and exactly result of continues buffs. High lethality means that fight last less and are more result being caught out in the open than using tactics.
One has to simply choose a single faction as benchmark, decide the appropriate power of that faction and balance all other faction according to the benchmark.
So choose the three factions that are pretty well balanced to each other as that benchmark, rather than the two factions that are a bit of a mess. |
It's a skillplane that does some brief strafing, then drops bombs at random. It's a pretty strange ability which does nothing most of the time and wipes squads the rest of it.
It's also being ditched in the next patch. |
I'd prefer the Raketenwerfer had passive cloaking in cover like an Ambush Camoflague MG42 instead of the current Jagdpanzer IV stealth, but I don't think it's too much of an issue.
OKW's about on par with SOV and OST. Better to buff USF and UKF than to nerf those three. |
I do think that usf is not at all well designed to be skipping tech. Case in point: the bonkers decision to give lieutenant tier no reliable at options but two suppression platforms and captain tier no suppression platforms but two reliable at platforms.
Lieutenant Tier does have AT: bazookas.
USF's current tier holes are a result of patches, not the original design.
EDIT: corrected by elchino below
When USF came out, Bazookas could snipe infantry models, meaning a bazooka blob was fully capable of AT. Lieutenant Tier could zook up all their infantry and suffer little for it.
Captain Tier had an anti-infantry powerhouse in the form of the old Stuart and a suppression platform in the form of the old Pack Howitzer. |
I assume you mean Crossing In The Woods, not Westwall.
Crossing In The Woods, Road To Kharkov, Semoskiy Winter and Minsk Pocket are the crossover maps. Westwall is a 1v1 only map.
Frankly, I'm fine with Crossing, Road To Cutoff and Minsk. Minsk feels a bit big and Road To Cutoff is quite linear for a 1v1 map, but you just have to adapt your strategy a bit.
It's the Garrison Hell maps (Angoville, Lost Glider, Arnhem Checkpoint, Semoskiy Winter) that are permanent residents of my veto list, and that's because I personally detest garrison heavy maps. Some people like them, and use their vetoes elsewhere. |
Okay, finished watching.
ACCURACY ON THE MOVE
You, for need of a better word, 'fidget' with your squads.
You constantly move them during engagements. They don't seem to be doing useful movement, they're just shifting around like it's something for you to do instead of watching them plink away.
The problem with this is every unit in the game is less accurate on the move. For some units, the penalty is as high as 50%.
Furthermore, if you move away from enemy units your squad will turn their backs and they'll do no damage at all. In a situation where you've got a stronger enemy force at point blank range to your squads, retreat, don't backpedal.
If you don't need to move a unit, don't. If they're in a good position, don't sacrifice damage by moving them.
COVER
Always use the best cover available in every engagement.
The yellow cover bonus is a 0.5 received accuracy, which means half the small arms shots at them will miss. The green cover bonus is 0.5 received accuracy and half damage, making your squad roughly four times more durable in green cover.
This is how a Conscript Squad beats a Sturmpioneer Squad: it sits in green cover as the Sturmpioneer squad approaches. The Sturmpioneer squad loses so many models on the approach that it's too weak to beat the almost unhurt Conscript squad once it's close enough.
Also remember that non-garrison cover stops working at point blank, so don't bother repositioning to cover in a melee.
You were fighting a lot of battles out in the open right next to decent cover. In one battle, you were next to a destroyed Luchs (green cover) and moved your squad into the red cover instead.
Got no good cover? Build it. Every faction has a unit that can build green cover (Conscripts, Volksgrenadiers, Infantry Sections, Rear Echelon Troops (tank trap), Pioneers). You can also use barbed wire to deny good cover to the enemy: wire off their side of it and only you can use that cover.
SHOCK UNITS
A shock unit is a vehicle that comes out before the enemy can properly deal with it. The Luchs and T-70 are excellent examples: they're bulletproof light vehicles that deal a lot of damage and hit the battlefield early in the game.
The thing about shock units is their value goes down as the game goes on and the enemy gets more powerful and more mobile AT out. If the window in which a T-70 would give you an advantage passes, skip the T-70. Go straight for the T-34 or KV-1. They're durable enough to survive on the late game battlefield and can penetrate medium tanks. A T-70 is a helpful thing to have if it survived from earlier, but it's not worth building at 22 minutes in. |
Don't really like this, USF LVs come too late in my opinion, they are less effective than other factions counter part, being field earlier is a way to make them work again.
Removing that would result in USF LVs coming out 15 FU faster than on live, assuming the reshuffle has no extreme effects on early map control. It'd be a neat buff to the sidelined M20 and Stuart, but I think it'd make the AAHT a bit too effective against Ostheer, who need their T2 to fight it.
I'd instead cut the Captain's cost by 10 FU to be the same is Lieutenant: it isn't stronger and shouldn't cost more now the Stuart's a primarily AT vehicle rather than a super T-70. That'd accelerate the Stuart by 10 FU and further reduce the fuel cost of double teching.
That doesn't help the M20 at all, but that one probably needs some rebalancing as a unit. |