I only played 4 vs 4 with USF. My opinion on the US fraction's drawback:
1. Rifleman are underperformed to Volks, unless you got 2 BAR. But RM cost 280 while Volks cost 250.
2. Rifleman side tech costs too much, 150 MP/25 fuel for grenade and 150MP/15 fuel for weapon rack.
3. Do not have a good method to destroy MG bunkers.
4. Tank and TD are always slower than Axis fraction. So you have to choose capt if your teammates can't provide a AT. |
Unless it has 200+ you only have protection from the Panzer IV and Puma, units the M10 already clubs and doesn't need to club harder.
We're still discussing stuff for the M10 which is a difficult unit to get right. Even if the M36 Jackson got nerfed -not here in Commander Revamp- it's still the situation of 'AEF needs a very good AT vehicles stock' so Jacksons will always be that long-term/end game option. And moving M10 to the core, it's still the issue of USF only having 2.5/3 tiers of tech. It earlier comes too early from two officers or slightly too late/better options are around.
We've discussed some issues from ideas/changes though in the background:
-Self-Sight means M10s can easily hunt and snipe most things out of range.
-Cheaper cost means you're getting almost two of these for every armoured vehicle the enemy gets that isn't a StuG G or Ostwind.
-We had an idea about cloak, but given how cloaking works with phase tech, likely a no-go.
How about Tank Ambush like the Soviets Tank Hunter Tactics and the COH1 M18? Grant additional damage/pen at first shot from clocked condition. |
I think it should add additional micros on the smoke, not a one-button escape tools.
US Sherman/ UK smoke shot need to manually select the position to deploy. Considered the better armor and HP of axis tanks, additional micros to use Panzer Tactician is acceptable. |
Why don't you help your UKF teammate? You played as a team.
And what's your rank? |
Soviet is no doubt the best one.
Soviet has everything you need, artillery, rocket, good TD, off map bombing, recon.
Also, they can cooperate with USF/UKF easily for their missing techs.
Soviet, by far, is the most useful faction in taking out Axis 105mm Howitzer or Pak 43. |
agreed, garrison/cover denier
+2, I think they should cut the throw distance of the lava grenade. Like the Molotov cocktail range. |
I feel that axis f-boys won't allow this change.
So they can still spam their bunkers and Medical HQ in the front line. |
USF have many problem but their early game is not one of them.
The rifleman dps profile give them great flexible at both long range and short range, and when they had smoke they can easily handle the wehr early game without the need for mortar. The worst a competent USF can do in the early to to not dominate the axis.
It's really the late game where the USF fail. bars are too expensive. Their artillery suck for late game, and their sherman die easily.
Can you update the DPS file for the latest update? OST pioneer appears have much better DPS in close now.
Rifleman 's problem is they can not hunt down enemy models quickly (8 damage per shot) without BAR or M1919, on the other way, Volks, Grenadier can kill models within one or two volley.
I would rather to give rifleman a 0.75 moving accuracy penalty instead of 0.6, so they can reflect that USF is a faction focused on mobility. |
This thread is inspired by Mittens' thread that "Why must USF be so hard to ..."
I play all the three Allies factions in 4 vs 4 teamgames, and still believe the USF is the weakest faction even after the winter balance patch. And the situation is worse for rookie/green USF player.
I think rifleman is the first problem. USF can only play rifleman (plus mortar) in the beginning. But they are not durable before vet 2 (Received accuracy, RA:0.97) and have to push to mid range to be effective, while losing models/firepower in the close-in process. However, refileman can't beat Strumpioneer or pioneer in close range before they got BARs, so they are quite hard to use for rookies.
Second, the USF has the worst tech design. No non-doc flame solution to clean house. MG and AT exclusively behind different fuel-heavy Tiers. Also, no non-doc spotter to recon before attack (M20 is tricky to use). Rifleman's AT grenade lock behind veterancy. Weapon upgrade cost lots' of MP and fuels. Both HE and smoke grenade are so expensive to use (15 for smoke, 30 for Mk2 grenade).
Third, I think the USF don't have a good way to counter MG spam or MG bunker spam. Soviets and UKF can handle these two things very easily, but for USF, it is a different story. It is very hard for USF to attack fortified fuel/VP point in early game. The snowball effect of losing fuel make the USF later game even worse.
I would suggest rookie USF player to do followings in the battlefield:
1. Carry commanders with AT drop/ Pathfinder, so you have spotter and AT along with MG.
2. Learn to use your mortar smoke to blind the mg, so you can attack him without get suppressed.
3. Practice how to knock out bunkers with M1 mortars or AT plus spotter (M20, pathfinder). Mortar HT and 75mm Howitzer may bleed you heavily.
4. Carry commander with flamethrower for urban fight.
5. Use rifleman wisely. It is hardest thing to do. You have to concentrate them to get firepower, but also avoids being suppressed by MG or rocketed by Panzerwerfer or Walking Stuka.
All are welcome to discuss on my opinion. |
This is the funniest thing I heard in the discussion: that a OST fanboy complaining Soviet units are so durable.
Last time I heard this joke is one year ago from OKW player, when OKW has the invincible Volks spam. |