You don’t have to put your medic bunker behind your HQ building anymore. That was originally done because medics originally chased retreating squads which they would then move away from and then back to wounded models. Placing it behind the HQ lowered the radius of the medics in front of the building, making it end relatively close to where the squads would stop retreating.
Now the medics no longer chase retreating squads so it can basically go where you like. Although I’m unsure about how the actual building effecting retreating squads getting stuck on it, it probably doesn’t effect it enough to truely make a difference. |
Whiteflash, I’m sure you’ve seen in the past that relic never go for “simple solutions” even when those solutions are better in the end result. Relic do as they please with a select few who have a remote influence in their minds. Asking them to quite literally “admit they’re wrong and do something suggested by a fan of the series” has never, at least publicly been done.
In all regards they have full control, but that doesn’t make it the best control. |
BURN THEM ALL!!!!! |
You have the answer in the OP. Why would I use a CQC only squad when guards do everything better? CQC units are all pretty balanced, but in 1v1 maps favor long range squads as all backbone infantry use long range except for USF which uses mid as optimal. Smoke + frag on separate CDs is just as katitof said, a gimmick. Shocks shine on the few horrible CQC maps of team games, but I don’t think they’ll ever be meta without making them spammable and OP. |
And? Do you think the HMG can unsetup and resetup facing 2 squads flanking?
Brit doesn't need light, that's probably why everyone build a carrier and upgrade the vicker asap in every game I see and the same for the AEC. Light is meta, every faction get access to it and should use it. In the current state of the game if the USF doesn't need to build light that's probably because the player outplayed his opponent on the early game, and this is the same for every faction, in that case you can skip light and rush medium if you want.
Yes with support it’s very easy with the 50 cal. Try doing that with a 42 against oorah ppsh cons.
I think you missunderstand the purpose of light vehicles. If OKW doesn’t get a light then their infantry just get rolled over because of super upgrades. I don’t think I’ve ever played a game as USF where I’m backed into a corner from axis infantry alone and REQUIRE a light to push them off. I just bolster/upgrades and just push them back. The soviets only get the T70 because it’s insanely good AI with decent AT, and then on top of being good at that, gives literally global vision at vet 3. |
Debunked by who? The 50 trades the wider arc for a halved setup time of the 42. Its up to personal opinion which is better.
Every faction doesn’t need a light. Brits and USF especially. If OKW doesn’t get a light they get mediocre support teams that just get ruined by upgraded rifles. USF doesn’t need a light to make it to late game if your opponent doesn’t get one. Same for brits. OKW requires it because volks fall off and you lose large amount of map control and pressure without it.
And I missed the edit button. |
You mean you can't flank a .50 with its small cone of fire without smoke? .50 being best hmg in game has been debunk already, it was the case with sprint but not anymore.
Every faction requires light vehicle, that's how the meta is today. The problem is OKW light >>> USF light in term of durability and damage being upon OKW infantry > USF infantry early game plus OKW having access to atgun from T0 and USF still being locked T2.
Debunked by who? The 50 trades the wider arc for a halved setup time of the 42. Its up to personal opinion which is better. That’s also why I said argueable..... |
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.
I don’t know how you think 1x LMG on a rifle is bad, when it is nearly identical to the LMG42 on a more durable squad. Your advantage vs OKW is your lategame scaling and you need to exploit their awful weaknesses. OKW still lacks smoke heavily so MGs work great, and the 50 is argueably the best MG. If you have a problem with OKW lights maybe you should convey to the balance team to stop dumping on volks so that OKW can use other parts of their army. You REQUIRE a light as OKW currently because volks don’t scale through mid game and the support teams are still mediocre. The best OKW support teams are when the soviets steal them which is really sad. Fighting 6 man raketen and 6 man MG42s for ostheer is truly scary.
You point out in your post that you need support teams as USF just like any faction. Instead of making horrible changes like giving rifles smoke, go for changes that would actually help the faction like getting rid of their awful tech fork. |
Is ostheer vs USF muni strapped? Maybe in past, but you always have the spare muni to blow on teller or two.
These days you just build a sniper and 222 to deal most DPS, grens don't really need MG42 to support your MG team or sniper until late game.
If you went for some meme flamer HT build I would agree, but ostheer can deal a lot more DPS Vs USF than USF can Vs ost with mp and minimal muni alone midgame.
Might have something to do with the fact USFs mainline has to charge in to get optimal DPS vs grens. Sniper bleed, efficiency of the 222. But somehow a faction that has “enough munis for a teller or 2” and needs to buy medics for munis somehow is less muni strapped then a faction that literally only uses munis for upgrades or off maps is an otherworldly assumption.
That isn’t a muni problem. That’s a sniper, and imo, asymmetric design problem.
Also in regards to USF lategame I would say it is strong with Pershing or lmg paras but...
Current Wehr defensive tank meta is slightly better, once Ost has a command aura blob of double sniper, vet 3 green, couple stugs and p werfer backed up by tellers USF meta is countered hard. You just get whittled down where USF will usually have the edge over OKW with their armour play backed up with vet 3 rifles.
Jackson’s out range ostheer armor. The real problem I find with USF is getting vision for those Jackson’s. M20 is great but it’s squishy for lategame and the recon pass is just that, a single pass. It’s why I love flares, unfortunately the EZ8 and Jackson overlap a bit in terms of AT and lacking AI so selecting rifle co is hesitant for me. |
Because no other faction has to pay out the ass for upgrades (except up ukf who need big changes to IS and snare). As mentioned you not only have to pay for grenades but they just suck compared to okw Inc nades
USF need small adjustments to help their midgame, M20 cost decrease and smoke for rifles and it would be fine imo.
They are already a muni strapped faction so it's balanced. (It's already impossible to fit in M20 skirts, grenades and grenade smoke AND trying to find muni for bar, mines and Zook to counter luch)
Good thing those side grades are compensated for with extra starting resources, free squads, super cost efficient scaling infantry etc.
Want to see a muni strapped faction? Try ostheer. They require munis for infantry just to stay relevant.
Light vehicles giving you trouble? Try an AT gun.
Honestly USF is very strong when you know what you’re doing with the faction. I personally only played 150 games and am currently top100 and exceeding my OKW which I have far more games as. USF is probably tied for best late game faction currently against soviets with the HE Sherman, Jackson on AT, Scott as a solid piece of indirect and many of the strong doctrinal as well. Easy eights are fantastic in 1v1 and even 2v2 against armor, and the Pershing is as good as the former KT.
This faction is only weak to snipers, MG spam on thin maps, and their awful tech fork. Get past that and you’re golden.
Cant survive because the early game is super rough? Good thing VPs prevent the game from ending at 10 minutes... 2 years ago OKW was the late game faction and USF was the early game strong faction. Now we’re on the opposite side because everyone complained they couldn’t “win early game”. So how do you lose “early game” now?
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