Actually RE get a x120 accuracy bonus at vet 1. Which quite a high bonus for vet 1.
Thanks for clarifying I thought it was a vet two bonus. What is their base accuracy though and how does it compare to other units of the same category? (Like for example Combat engineers)
I'd just ditch Volley Fire entirely: it usually doesn't work and it's a frustrating ability when it does with unpredictable results.
Furthermore, buffing USF's early short range play is just going to make Volksgrenadiers even more of a dominant choice over Sturmpioneers. If USF needs to be stronger early on it needs to be stronger against Volks, not Sturms.
If REs need a buff, I'd lean towards an Ostruppen/Infantry Section style cover bonus. That helps them fight Volks and defend without turning them into budget Riflemen.
Volley Fire can be a potent ability if it’s not hindered by an extreme and odd penalty. The suppression effect is very slow to take effect too and the negatives causes RE squads that actually uses the ability to bleed more FOR using one of their abilities.
To be fair, one of the reasons USF struggles so much against OKW early game is strums being worth about 1.5 of a unit early on and RE being useless. RE shouldn’t fight Volks, that’s not their job. It’s Rifles vs Volks that is pretty interesting imo for a whole bag of reasons too long to list. Letting the RE use its ability is the right way to go, it creates more interresting interactions between Sturms and RE.
The M20 Utility Car could certainly do with a price cut now though. It's pretty much just an expensive sniper counter now people use the AAHT.
Definitely, it costs just as much man power as a medium tank
RE volley fire buff is not enough. USF is just so laughably bad in 2v2+ at the moment. I´d go as far as saying that they are even worse than UKF. At least UKF is still good early to mid game vs OKW while USF just sucks vs both axis factions.
OKW stomps USF in the first minutes and can just get whatever position they want. Kübel can still bleed Riflemen well despite being trash vs UKF and Soviet T1 builds. Volks can build sand bags and win long range engagements despite being cheaper and quicker to build. And then on top of all of this you have Sturms...
Vs. Ost you are better off because you don´t get pressured that hard but you still can´t effectively deal with the MG42 because you don´t have enough squads to effectively flank, you don´t have smoke grenades or regular nades because they are locked behind a super expensive side tech. You can get a mortar but USF mortar is really bad this patch. Only really useful to smoke because it takes ages to deal damage to anything. It also means you have less combat squads available which makes your lack of units even worse. If it´s an open map and Ost player has good sniper micro you might aswell quit. If you are lucky enough to face Ost on a CQC map you are generally going to be fine but that´s the only scenario I can think of in which USF isn´t at a disadvantage.
When you get the first officer out and things get better but you still face the horrible AI/AT tech choice.
M20 is way overpriced. AA HT is ok but doesn´t have smoke and thus really struggles vs AT guns. 50 cal is decent.
Stuart needs to get some sort of AI buff because right now it´s just a worse AEC. Pak Howi is decent vs static play. USF at gun is a terrible design with it´s pathetic 130 far penetration. It can´t even reliably pen a OKW P4 without constantly spending munis. Yes if you do spend munis it gets pretty good but the constant extra micro/cost makes it really annoying IMO.
Jackson and Scott are decent late game units even though Jackson isn´t that good unless the map is wide open. The moment it can´t use it´s range it becomes pretty average because of the long reload. Especially on maps with lots of sight and shotblockers like Elst it´s pretty mediocre overall.
USF also lacks decent rocket arty, Calliope is way too expensive for what it does. Priest is one of the few good late game doctrinal choices USF has.
A bit off topic at the end there, let’s keep the topic on RE changes plz. USF have other problems of course but it’s not the concern on this post. Right now, we are trying to decide what it is that we can touch about USF early game that doesn’t massively buff a core infantry unit like rifle man and can be pretty easy for relic to implement. For example, giving RE volley fire buffs and manpower bleed down
Although I do agree, USF lacks some options and is often locked behind one style of play but that doesn’t make them absolutely terrible