|
One of the hardest Hamburger games I've played recently. I haven't play God knows many games, but still.
Rank 1600 premade team + Me
VS
Rank 50, 300, 500
Basically a meatgrinder from my part. It is port of hamburgers, so I guess a sin confessed is half forgiven.
|
Realistically whole USF problem, is happened because balance team brainfarted about them massively.
For instance, pre-nerfed pak howi. Ok, was really strong, but OP only when it was combined with recon howi pak howi cheese para-drop. When it was teched properly it was fine by its timing. Yet, instead of fixing recon company, pak howi was nerfed for some reason. And funny enouth, soviet 120mm is much worse now, in terms of how its abused in teamgames, then pak howi was.
Rifles. Kicked in the nuts, because mainly they were problematic due to early forward ambulance, which on its own keeps bringing problems. Yet, rifles were changed and not the forward ambu.
And pretty much all USF problems comes exclusively because of this. UKF was given like 3 options to change their playstyle depending on the mode\map. Rec.Engis\Raid Sections\Ass.Tommies.
Yet, USF got nothing, besides path finders which is literally another brainfart and over-sight from a balance team. Rifles are objectively the weakest mainline for its cost. For instance, Penals cost 290MP and literally destroy pretty much everything if played right, Rifles cost 280MP and trade almost 1to1 with Grens, unless its 1v1 and you can close distance instantly.
Against penals, you are expected to lose with cheaper inf but you either can overwhelm them, out-position them or lose but end up winning MP wise. Rifles on the other hand can just plain and simply lose against cheaper units, even if played right.
Point being, instead of fixing synergy\design problems which led to USF over-performance, for some reason core units were nerfed\changed.
Point being, balance team literally put USF in a position, where patch after patch, they had to rely on cheesing and abusing something in team games, even in 2v2. But at the same time, its either 1 brain-cell abuse or self handicapping.
Amen to that. Pretty much on point IMHO.
Never understood the mega nerfs some units received. Sometimes small, sometimes large, but patch after patch, a nerf on core units instead of a decent rework. But you get what you payed for, and Relic paid them squat. |
Rank 25 premade Axis team vs randoms Allies.
Across The Rheine.
~ 45 minutes
Also features The Proof just how ineffective AAHT is at shooting down planes in AA mode. |
Gren Blob vs US Blob
Top 100 allies vs top 100 axis on Steppes.
Basically a game of who can blob more long range infantry |
They do it for free!
That's mostly shameful from Relic. Having the community do the brainstorming and not incentivize a good job. I highly doubt it's hard for Relic coders to deploy in production the changes the community brainstorms. Mostly because no new objects are introduced, nor new models. Nothing new. Number changes, 90% of the updates.
Shameful they didn't pay at least them something, then we'd probably get a better game in the end |
I think it might be that they get big powerspikes out of small advantages, like fast weapon upgrades and light vehicles, if they can leverage them and get them early enough. The tradeoff is that the units fall off quite hard as the game progresses, and that its a rough place to be if you fail to get any sort of advantage in the early game. High risk, high reward.
Except the high reward is not really that high anymore. So USF is now a "high risk, meh reward" faction. In competitive, I only play USF, mainly because when I started playing, they were a high risk high reward faction. I remember the time when rifles truly were a 280 MP infantry that in late game becomes semi elite. Pak howi was nerfed to oblivion... before that rifles; through a series of small nerfs, because they were (rightfully), dominating 240 MP grens on close to mid range. E8 never got a proper rework, now it's just a 1v1 gimmick. Pershing did get small durability buffs, but a massive AOE nerf. Calliope got nerfed. Really, the only units that weren't nerfed substantially are paths/paras. Hence people play them.
You can thank Relic for choosing such a lousy balance team. You can't expect good work from people that do it for free, in their spare time, and mostly play one side, either axis or allies (eg, sander, sturmpanther axis, jibber allies...) |
A) Rifles are absolute dog**it in combat on most maps and prone to RNG. Sometimes they wipe the floor with volks/cons close range, sometimes they get wiped
B) Lack of vision is a problem for USF, especially against OST in teamgames, where one MG42 can completely shut down one lane
Paths are not really strong combat wise early on. You do need RNG on them to force retreats early on (with BARs, RNG is no longer an issue), and they lack a snare. But early on, they give you that vision and scale much better than rifles, even having 1 less squad member.
Before the rifle nerfs (eg. short distance nerf), you could get away with them, but now, they are pretty much on par with cheaper grens and volks, in 90% of engagements. Those 10% are the engagements where you turn a corner/sight-blocker and start firing close range |
They are the worst just because all played maps are quite laney. And rifles have difficulty closing in since they lost their smoke.
Now officiers and rear echelons are supposed to do this...
Much more importantly, especially against OST in teamgame maps.
Grens are supposed to be this weak mainline 240 MP unit, yet in early game they supplement the MG perfectly. Rifles need to charge in:
1) Pios themselves are quite good in early game close range combat (Rifles need to close in)
2) Grens are quite good in early combat unless they turn a corner right into point blank rifles
3) Pios have 42 sight.
Basically you need to blob-flank the MG, or you won't stand a chance. Rear echelon are completely useless combat wise at the start. Pios can charge them across neutral field and still win even with REs being behind green cover. So you've basically got 2 rifles against pio, MG and gren in the starting minutes (3v2). Still, with the broken KT state, and some really silly decisions, it's quite expected of the balance team to not fix glaring issues |
It would have been great if M-42 was a LV counter in early game that can shift it's focus over to AI in late game through abilities/veterancy. AT mode in early game, canister mode in late. That way you can have them in the AI role late, and still have ZiS in AT role. (eg. M42 would be a maxim substitute, or something like that, no suppression, but better at killing).
Still, given how there will be no updates unless COH3 is a major success. I doubt anything will change (just look at the broken state the KT was left in) |