Weak early game map control(penals or T2 openings), reliance on map control over combat potential with con openings, bad scaling of cons through mid game, leading to almost mandatory reliance of crutch T-70 especially in 1v1, over reliance on TD due to stock med armor just not being competitive against P4s outside of very lucky RNG streaks or overextentions, heavy infantry mp bleed in mid game.
How do you figure? The Soviets have a way better early game than the Brits do now, and its always been 10x better than USF which is by far the worst of any faction.
Soviets have several opening game options such as Conscripts, Penals, Maxim, Sniper ect. |
USF has been the most difficult faction play in this game. Arguably it's now the British because of their lack of good infantry, especially at range. USF has many problems that make it an especially difficult faction but stock armor isn't one of them.
The problems USF have come from several overpriced/underpreforming units (RETs, Pathfinders, Combat Engineers for example) and a terrible and inflexible tech tree that greatly constrains the player in the early game.
But again stock armor is very good as it is, among the Allied factions only the British have better stock armor options than USF, and only slightly. |
The Bren is garbage all around. Don't put it on anything. |
Do you believe what did you said ?
I don't know, does everyone here believe the bullshit about the game being balanced with the MG42 in the state it's in?
There's your answer. |
I'm not sure that it will have any results replying you seriosly, without trolling, but alright I'il try.
OKW wont have fallshims for every single IS\Rifle squad. Dont fight them 1v1 fight them 2v1. If they have volks supporting focus fire fallsh.
I know that grenadirs\volks are garbage compared to penals\Rifles\IS but you shouldnt have a habbit of thinking that your Allied inf can roflstomp everything by itself without using combined arms.
If you cant counter inf with inf dont use only inf, use inderect fire\sniper\LVs\MG. Allies have best LVs for this reason.
But if its late game and OKW has AI jaghttiger supported by AI Elephant, then you lost your advantage as allies and didnt win the game or didnt snowballed into lategame. Time to suffer.
I'm honest to God not venting or trolling. USF I can deal Fallschrimjagers but not with UKF. It seems like the only viable opening build order is 4 IS into Platoon CP then bolster. |
I'm trying to figure out another counter besides going USF Paratroopers. |
Brits have nothing to counter them with. They're basically immune to any UKF infantry. Riflemen and Rangers don't cut it. I'm not sure about the Soviets. How well do Shocks and Penals do against Fallschrimjagers?
Paratroopers are about the only ones that can do the job, with the double M1919s upgrade working the best, but 4 Thompsons do okay. Rangers have 4 Thompsons too but they just seem terrible for some reason compared to Paratroopers. |
That pretty much sums it. Add double Brens to them, you have infantry that scales late game vs Obers and other elite Axis infantry. Don't really see the problem with Brit mainline infantry. Also consider the fact that for lategame, double bren is "only" 90 munitions, which is a bargain.
And if you pick commander with commandos, putting double brens on them makes them pretty good at close and medium range.
Brits are neither the worst nor the hardest to play. There are no "hard" factions to play, each has it's system of governing. Even less so "weakest". Each has it's weak points.
Um no. Brens are pretty terrible, being cheap doesn't really make up for how bad they are. Better to ohbI don't know, make them 60 munitions and way better? Brits have no counter to Fallschrimjagers, they're basically immune to UKF infantry. |
No. In fact I think the pop should be reduced on the following units:
Panther- from 18 to 17
Stug III - from 10 to 8
Jagpanzer IV - from 15 to 14
Churchill - from 19 to 17
Comet - from 18 to 17
Crocodile/AVRE from 21 to 19
Tiger - from 21 to 19
Pershing - from 19 to 18
Jackson/Firefly - from 16 to 15 |
This faction's tech tree is kind of a dumpster fire and it more or less always has been. I can't decide if the existing tech tree is better or not than what USF had prior. On the one hand it is good they redid the units that get unlocked with CPT and LT, that is definitely better than the way it was, but then they jacked the fuel and man power costs for teching sky high it made the changes almost pointless.
All that's needed to really fix the USF tech tree is to place either the AT gun or MG into the Barracks after teching and then add something else, something trivial like the M5 HT to replace the AT gun or MG in the tech tree.
Teching is incredibly risky (and super expensive) with USF so if you get it wrong it's GG. |