Grens are 4 men and get terribly outclassed by Tommies.
Don't bring doctrines into it. Especially not the ones that lock out lategame content for Ost.
The fact that you have to bring in a doctrine (to proove that Tommies are suppsoedly fine) prooves that you don't have a real argument. Play some Ost and enjoy the 4 Tommies in cover bs.
OST and OKW are the two easist factions in the game LOL! Allied doctines fill in gaps and are there to partially mitigate terrible faction design, Axis doctine just provides icing on the cake for already powerful factions.
Tommies are easily the worst mainline infantry right now, I suggest you play Mechanized Assault and see how easy it is to walk all over your poor Brit opponent. |
Good points. The fundumental problems with USF relate to several units being way over priced, the improved but still badly designed tech tree, and having no flexibility in the early game, and a community that constantly demands nerfs to it's units that are effective.
Rear Echeleon troops are highly ineffective, in fact they can basically be ignored during combat. Yet, they cost 200 MP, and some people will point to the ability to equip them with BARs, as if there isn't a significant cost associated with doing that. They can be good if they survive to Vet3 and have weapon upgrades but the odds of doing that are slim, and they're very fragile but still have a high reinforcement cost.
Riflemen are decent against other mainline but cost quite a bit more for upgrades and everything. Ignore the whole "good at medium range" talk, it just means they don't excel at either short range or long range, and they struggle a lot against the standard elite Axis infantry like Panzer Grens and Obersoldaten. You have to equip them with double BARs to survive later on but they often drop those. |
The MG42 and Panzergrens have been broken for a while now. Those are the two most OP units in the game right now.
Panzergrens are rediculously broken because they are guaranteed now that you build them from the HQ, so they're arriving too early and they didn't get any kind of preformance nerf as a result. They are incredibly durable despite being a 4 man sqaud.
They also don't even lose much AI ability especially when you've got a vetted blob of 3 squads of them, they still retain their rediculouly powerful bundle grenade even when upgraded to double schreks. The only similar Allied unit as far as preformance/abilities might be Rangers or Paratroopers but those are doctrinal, aren't as blobbale, and I don't think their AI abilities are nearly as good when equipped with AT weapons.
MG42 - Well this one is obvious and is undoubtedly the most OP unit in the game in terms of timing, cost, and preformance. It is the best machine gun the game has, it supresses better than any other MG, has as wide an arch as any other MG, vets quickly, gets AP incendiary rounds that can kill most light vehicles in just one or two bursts making it the best anti-light vehicle MG in the game. And yet, it costs the same as Maxium and Vickers which are far worse, and costs less than a .50 cal whose only advantage is in deployment time. This thing is laughbly broken. |
Look guys. I just want the M4A3E8 to be buffed, preferably in the AI department so that you can rush it and use it as a generalist vehicle like other premium mediums. It's really a weak choice atm.
They aren't going to do that. It would make things too hard for Axis players. Look at how thwy needlessly nerfed the Jackson and have done nothing about Panzergren blobs. |
Shermans are not wipe machines.Shermans get rekt by raketens very easily. So you cannot pass raketen wall and wipe infantry. Shermans are paper armored fun toys for axis. Jackson is nerfed hard and not best td in game. Scotts are easily counterable right now. Pack howie is only thing in usf that can damage axis but you can counter easily with werfer or stuka. 50 cals are not best. Firing arch of 50cals is small and you can easily flank 50cal. USF pay lots for healing and get baserushed by some 222 and boom!. Your healing gone unlike med bunkers cost only 60 muni and 150 manpower. And there is no pop cap advantage in USF right now. And popcop is not issue in 1v1. Bar rifles MUST DO well aganist stg volks or lmgs. Because USF pay lots and lots for reinforcement cost on riflemans and and pay 60 muni on close combat weapon(first burst from grens mg42 kill your insantly one of your squad members.) And no 5 men greens fine. PG comes to early. Most of axis players spam engineers and wait till pgs. Osttruppen was meme and now meta. People get understand how to use osttruppens.
Pretty much this, this Wehraboo community is in denial.
Oh and the Jackson nerf was done to help the Panzer IV. Why did the Panzer IV need any help against a "tank destroyer" in the first place? Jackson is supposed to be a counter to that but the idiot community got all mad and indignant that their precious Panzers were getting blown up by a mere US AFV so the balance team gave in an nerfed it. It's kind of sad story really. |
There has been a lot of conversation around this unit. I've been trying to use it but its cruddy AI really really holds it back. The only thing niche it has is bullying the shit out of regular
I suggest some buff to its main gun to increase its AI. Maybe blast radius.
The tank needs to have a special ability to make it useful. I keep saying this but give it WP shells as an alternate fire mode without a munitions cost. This would make it similar to a KV8 but with a way better gun. |
Is it necessary for the Pershing to be so meh right now?
It's armor and health pool leave a lot to be desired. It lacks useful abilities and its reward vs. input feels extremely low. Additionally it has to play extremely careful against typical units like Racketen Werfers and Panthers. I can get equal kills using the Calliope in half the time and more reliable AT using the M36. It's also a massive pain to have out because to be effective you also need to maintain two rear echelons to repair it.
I would suggest one of the following: Add white phosphorus shell, add 160 health, increase armor, increase range by +5 or at least add a self repair ability.
Pershing is a giant pile of shit right now. It's so bad I took heavy cav out of my top 3 USF commanders. It's pretty hilarious if you think about it. They turned it into a uselsess pile or of shit, and increased It's cost. And it's the ONLY USF heavy unit in the game. Nice work balance team. |
Revert the Raketen to what it was a couple patches ago minus the moving cloak. |
You already get medkits so it's not an issue. I would move the MG34 to the Medic HT and the Raken to the Light vehicle HT. |
I don't think Rifle should have m1919s. The M1919s require you to be stationary. The commander is built around highly mobility thematically. I think balance wise it would make it better.
Rather the way I see it these are the changes that could be made:
1. Replace RE flamethrower with a 4 man rifle squad call in that can upgrade flamethrower and has a satchel charge (or maybe grenade if that is too strong)
2. Reduce sprint MU cost from 15 to 10. (I really don't think that sprint should cost as much as smoke rifle grenades, smoke is clearly superior... Also if you think about Cover to Cover it is 60MU for a smoke drop and a army sprint, clearly rifle man sprint is over costed)
Okay but the argument that the M1919 requires your Riflemen to be stationary for a mobile doctrine sounds kind of strange to me when they gave them the ability to make fighting positions, that's not a very mobility-centric ability. |