Hopefully coh3 is different. Pretty much every faction is 3-4 mainline into mg/at or LV depending on faction. OST literally feels like it was forcefully balanced around this composition and any deviation is treated as exotic. In a balanced match the resources available is neatly timed that the fuel and MP for scout car is there once the building is finished and a little later same with PAK40. Same with Soviets, 4 conscripts into Zis and then LV. All the changes were made to make this the easiest and best option at higher ranks.
Exactly. Cookie cutting meets blandness meets inherent bias embedded into each and every human being on the planet, and you get a game where deviating from the "high" rank norm means you'll struggle. I mean, the KT can still have map hack sight (around 70) with a certain commander and the vet1 ability which has no downsides in 95% of scenarios. All for a price, slightly higher than other heavy tanks. Yet it's fine. But God forbid the RAM combo (A thing that made the game fun), costing you a tank, shi*load of munitions and is luck dependent. Everything was balanced through Soviets/OST, like this is some sort of an e-sports game...
Shame |
Hell, do I hate this map, and it's lane-y, hard to flank pathways, and the moronic pathfinding.
Hamburgers Port
Top 150 ranks
41 minute |
Incredibly based. RET flamethrowers are a blessing upon the faction.
EDIT: I would also like to add that LMGs unlocking with major is a great idea not only because it gives USF some nice late game power, it also is a risk/reward, being that in order to outfit vetted riflemen with LMGs, you'll have to hold off on giving them double BARs.
However, one unforeseen consequence of this might be RETs synergy with M1919s and Volley Fire. Oft unused, in my opinion it's only overlooked because it's restricted to two less than meta commanders. With good micro and positioning RETs can 1v1 any unit. Being introduced into stock might make it a combo that should be "looked", to borrow another's words.
You'd open with rear echelons, give them BARs, and wait for the major to give them M1919s? I mean, in theory, sure. But I doubt any USF player would survive playing with REs for 15 minutes to have the later game M1919 volley fire.
M1919 unlocking after the Major is not a bad idea overall. I highly doubt there would be balance issues. But alas, unless a miracle happens, there won't be further updates. |
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Ok, but he's acting like you have to play absolutely perfectly to beat ostheer mainlines. It's definitely harder for USF against volks in the early game and during their STG spike, but against Grens? No way do you have to find the 'perfect engagement' to beat them, its exaggeration. Yes, rifleman get bled out at range but they murder them up close.
I agree. As an USF player, I know that if you manage to close in to grens or volks or pfussies, Rifles will dominate them hard, and I mean really hard... but there is a trick to closing in without losing models on most maps. Redball, one MG42 can lock down half a VP and fuel, and with pios dominating rear echelon, on such maps you really do have to be perfect in execution to avoid an MG42 while keeping tabs on grens. In 1v1 that's diffused due to the fact that there are no chokepoints on such maps, but teamgames... yeah. I mostly blame the retarded map design and especially retarded green cover placements on 3v3+ maps |
This simply isn't true, they absolutely can beat Grens at any range except long. I have no idea why you think the matchup is so difficult.
Truth be told, 80% of infantry engagements are medium-long range, where volks and grens win. Rifles win short to medium range (lower end of medium range spectrum) |
The eternal question. You don't see a lot of action. Do you push and overextend and possibly risk getting flanked or do you hold positions? Hamburgers, being so stupidly designed, offers a lot of possible wipes on over-extensions. Well, I decided to not overextend but to capture as much territory as I can, and somehow it worked without a lot of funny engagements.
Features one skill-shot missing terribly for the N-th time in the same way (exploding right in front of the target, dealing 0 dmg).
A truly horribly designed map.
Didn't manage to do a lot of dmg throughout the game, but did manage to spread out the OST player and have 3 extra points capped for that sweet extra income. A really funny game.
Not the best game I've played, not the worst, but definitely one of the stranger.
Ranks: Avg around 50-100 |
The only thing that saves Riflemens in the early game is a great grenade, I have many times forced a player out of the game simply by wiping his Sturmpioneers with one grenade in the first minutes of the game. The rest of the Riflemens are pretty so-so. I'll try to replace them with Paratroopers and give the bazookas to Riflemens.
Which rank are you playing that you tech nades that early on and not get punished? Spending fuel and MP so early for nades in any decent rank, delaying the AAHT/Stuart will net you a loss, especially since that early on, it's real easy to dodge nades due to there not being a lot of chaos/units on the field. I'm guessing that early nade tech is great against slower players.
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Come on man. USF definitely has its problems but this is exaggeration. but The 222 definitely isn't good vs everything. Sturms fall off hard the further the game goes and Volks trade their early game for being next to useless in the lategame.
While I agree that volks are useless late game. Truth be told, they do scale poorly.... but then again, OKW does have obers. And 280 MP 120 Muni vet3 rifles will maybe take down one vet2 LMG ober in longer ranges, while the obers on average will kill 2-3 models.
Hence why scotts are popular vs them. I mean, they have around 1/2 of the target size with veterancy. Good luck hitting that with BARs on anything beyond point blank. Not to mention that ober LMG long range DPS is the same as ranger tommies close range DPS. Sure, obers get one LMG, but rangers need to close in.
If volks scaled well late, then obers would need a price buff and a big performance nerf. |
Pretty much, yeah.
As a person that plays USF competitively exclusively, I can tell you that you do not want to fight long range with rifles. Not even medium range.
Against OKW you preferably need luck with the model drops against the sturmpio, otherwise, the sturmpio will dominate the echelon and you'll have a spio + volk + kubel vs rifle + rifle; which will lose hard.
Against OST, you want to force the pio away as early as possible. While pios are squishy, they do have a lot of firepower close range. I've provided proof that pios can charge, over neutral cover, to green cover REs and win the engagement easily. First fight is pio vs RE with rifles coming and an MG42 most likely; and pios just have to charge. REs can be in the perfect green cover, pios will still win if they charge over anything BUT red cover. REs would have to spend muni to win this.
And you definitely don't want to go medium/long range vs OST. Rifles don't have enough DPS to contest the MG42 behind the perfect green cover. Hence why USF needs to be played extremely aggressively.
Biggest problem is that the USF mortar is downright sh*t. It's basically a smoke dispenser. You might get a few lucky hits on clumped up squads, but in terms of bleed/dmg, it's just a population hog. It's better to try and play around and wait for pak howi than to go for a mortar.
That's from a 3v3 perspective, where MG42s can lock down a sector easily and spios can be close to a kubel whilst not losing any capping (as the ally is capping other points). Since 3v3 is basically a 1v1 on "lanes", a lot of the OST/OKW weaknesses disappear in a heartbeat.
Balance team knew it, but they still decided to nerf rifles close range power, whilst not buffing rear echelons. But hey, then Sander wouldn't have an easy time in 3v3s, spamming his favourite fussies. Or Sturmpanther in arranged team 4v4s.... |