I don't know why you can't cancel a barrage anymore. I had a game today where I had two occasions of canceling a barrage WAY before my Sexton fired the first round and everytime it put it on cool down. Why was this stupid change introduced? |
Yes, im serious. 1x1 USF maybe good. But 2x2 USF have big trouble.
In the Masters Cup tournament, no one chose this “mega” faction for the allies in the final. You recall the result of tournaments when it is profitable for you, and when it is not profitable for you, you forget about it.
Again, the USF has special fuel and manpower costs. Also, medicine also costs fuel. Also the main infantry is more expensive. And it's not just the price. Volks have access to grains and stg44 earlier than Riflemans. They also have sandbags, which helps them to guard on equal terms with more expensive riflemans. Also they do not receive a bonus for the first vet, only the AT grenade, which the volk receive for the linear development of technology. All these factors must be taken into account; we cannot just make the nerf of the USF. If fuel is reduced, then positive changes are needed in other things.
The 2v2 tourney wasn't played with current patch. I am not talking about USF being OP months or years ago. OKW heal costs fuel too. Many popular USF doctrines have Riflemen field defences (sandbags and mines), so this doesn't convince me either.
Not sure what mysterious "special fuel and manpower costs" USF has. If you are rushing a HE Sherman (probably best medium tank in COH2 if you consider price) you pay 55+120+110-20 (265) which is way less than the 25+15+120+15+140 (305) you would pay for a OKW Panzer 4. If you rush a Stuart you pay 55+70-20 (105) and Luchs is 60+60-10 (110) or Puma 60+70+10 (120). Why would USF complain about "fuel and manpower costs". OKW gets grenades and weapon upgrades for free but their tech is more expensive, USF has no advantage here. |
The OP has no ranked games as any faction since before the patch, so one could legitimately question if he has had any problems as OKW either.
I do wish they would take out the powerspike for LT and CPT but either turning the tech into an unlock (without the LT but adjust fuel and MP to something like 50/20) or simply adjusting the cost to something like 300/25. I'd much prefer the unlock as I could have more build diversity.
The M20 could simply have it's timing changed. It's already a lot of resources for something that gets countered by almost any other light vehicle. Also, if they took the zook away from the crew and compensated by lowering the cost of the armor skirts, it would force players to use it more cautiously as they would have at most 1 zook from the LT around it in case of a 222.
Funny that you say that when you don't have a playercard in your profile. |
L2P pboblem again
If you want to make starting fuel 10, then we must give access to bars and grenades at no special cost, like OKW. OKW just need to call sWS for access flame grenades, after the build of the med HQ or TechHQ is available STG44. Do the same for the USF. And if you want to increase the price to 300 mp for LT or CPT, then add a machine gun in t0 or AT gun. Because the USF is forced to open both HQ in order to get a machine gun and AT gun.
And what about 2x2? 2x2 USF is the worst fraction, do not forget the facts and recent tournaments. (2vs2 masters cup)
OKW tech = 25+45+120+3x15 -10 = 225
USF tech = 35+20+35+20+120 - 20= 210
And USF the worst faction? Are you fucking serious they are clearly the best Allied faction in 1v1 and 2v2 ATM.
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3 rifles is still the way to go before tech tho. I would suggest to reduce the cost of both lt and cpt to 200mp 30fu and the reesearch time from 70 to 40 sec. Then add the extra time and fuel cost to the platoon and company post upgrade (from 20fu and 20 sec to 25 fu and 50-60 sec).
Wtf that would make LT come faster and the LVs come at the same time as now. And no you go 2 RM LT RM M20 |
When was last time you've played USF?
Its perfectly viable to fast tech after 2nd rifle now, allowing for support weapons use.
Because, contrarty to EVERY SINGLE OTHER FACTION IN THE WHOLE GAME, USF does not have ANY alternative to rifles out of the gate or within first minute.
Doctrinal options are not relevant to this.
In case you were in a coma for past 4 years, balance progressed in a way that doctrines are only supplements, not something you have to relay on for faction to be competitive or have diversity.
Learn to read I just wrote 2 RM before LT tech is standard.
UKF and OKW need to build 3 mainline infantry units too. Making USF OP just for diversity is a retarded idea. Especially because of how many units USF have on their hands doctrinally. Not sure why you pretend doctrines don't exist. Doctrines are just what you use for diversity. |
They all seem to be 15 to me.
No. Grens, Fallschirmjäger and Panzerfüsiliers have extra range on their snares compared to the standard 20. |
Tech revamp was made SPECIFICALLY to avoid forcing usf into 3 rifle builds and you want to reverse that?
I don't understand this at all. OKW and UKF are forced into at least 3 Volks/Sections and no one has a problem with it either. So why does USF need to be the special snowflake faction again?? And now don't tell me because OKW can spam Kübels and Sturms and UKF can spam Vickers and UC. I am talking about useful build orders. And if a USF player really doesn't want to build Riflemen for whatever reason he can still get Assault Engineers, Pathfinders, IR Pathfinders, WC51, Cav Riflemen etc etc |
Played tons of high level 2v2s since the patch, had 0 issues as OKW.
And sorry but I dont agree with these nerfs at all, you can ask the top tier 1v1 players and most of them say that the powerspike of free LT and especially the fast M20 is the biggest threat in 1v1 atm.... and not the riflemen.
As others previously mentioned there would be a lot options to nerf M20 without hammering it too hard.
- increase the build time a lot or
- increase manpower cost or
- add a munition cost to the unit as well (crew has a zook)
etc etc
Fast M20 would be solved by lowering USF starting fuel. Making the officer more expensive would make it less of an MP advantage. Pretty simple. Riflemen are not OP when you look at them in a vacuum but together with all the other tools USF has in early and mid game they are just too good. M20, Stuart, Greyhound, 50 cal, Pak Howi, MHT on top of strong mainline infantry that easily beats Grenadiers and Volks is just too much. There needs to be some trade-off between either strong support weapons or strong LVs or strong mainline infantry. Instead USF has the best of everything and a free squad thrown in for good measure. It's just stupid. |
I don't see how that messes with timings. You just build 3 Riflemen instead of 2 before going for LT or CPT tech. Right now it's normal to get 2 RM then LT then while the LT is under construction you get one more RM. |