This game is all about OST and OKW pure and simple. Most of the leftover player base prefers those two factions so most of the changes made the last few years are based around appealing to that player base and making those two factions the most fun while simultaneously being the least overall challenging.
That's why Brits have been nerfed into a laughably bad meme faction, USF has been pretty much a joke for most of the history of the game. It's why the the faction with the most and best AT available apparently "didn't have enough AT options" so they made the dual-schreks cheaper. It's why the Jackson was nerfed so that the bottom-tier medium tank for OST and OKW could more easily destroy it. It's why all Axis elite infantry are at CP2 or less (or are stock). It's why a 240MP 60 munitions unit outpreforms a 280, 120 munitions unit (and so does a doctrinal 270MP 90 munitions unit) that takes two expensive side techs to get it there. It's why a 260MP HMG that is the best in the game is available T0.
The balace 1v1 has been a joke. The only viable Allied faction has been Soviets but even they still have inferior units but have a better tech tree. |
Well maybe on the non-fight stat yes, but itself is actually a decent unit against OKW.
https://www.coh2.org/replay/110544/m8-greyhound-is-decent-unit-01
https://www.coh2.org/replay/110545/m8-greyhound-is-decent-unit-02
Truth to be told, any multiple LV spam will do against OKW....
Right, because OKW doesn't have overly buffed Raketenwehrfers. |
UKF and USF are both a mess but for the first time I think UKF is actually a lot worse. USF's only viable strategy and doctrine is to go Airborne and forego Riflemen all together and depend on Pathfinders and REs at the start of the game, tech to CPT for the AAHT. Riflemen don't counter Grens or Volks very well despite being much more expensive. Pathfinders aren't a great combat unit either but they give you the sight bonuses which helps you to counter all the cheap readily available units like HMG42s your opponents will have.
Teching to CPT works because it will give you access to the (nerfed of course) Packhowtizer and AAHT, both of which you'll need to counter blobbed Grens and Volks.
Later in the game you'll depend on Paratroopers and Jacksons.
It's literally the ONLY thing that isn't easily countered by OKW and OST. |
This seems like such a dumb unit that's a chore to use while having little effect. I do NOT understand why it is talked about so much or even used at all. I played it once a couple years ago and unless something has changed I don't know what else to say about it.
It's like an M20 with the speed, smoke despensers and upgradable armor skirts. But an M20 is way cheaper, available way sooner, and gives you a mine laying ability so much more useful.
It's got a 37mm gun like the Stuart which is lame so it's not really a vehicle killer like the Puma and doesn't have the armor of the Stuart so it's not that durable for the role anyway.
Doesn't seem like it's that good against infantry. It has a .50 but so does the way cheaper and more readily available M20. It has the cannister shot costs resources to use and unless I had bad RNG, seemed underwelming.
Why does |
RETs can suck balls, fine, but a unit that sucks balls like that shouldn't cost 200 MP. I can name 5 other USF units that are overpriced garbage just off the top of my head: Combat Engineers, M2 .50 cal, Stuart, M20, and yes the most OVERRATED unit in the history of CoH2...Riflemen with or without BARs. |
If you're Axis yes. Allied players don't have any effective blob control (well none that isn't extremely easy to counter) nor do they have any effective long range infantry. and the long range accuracy of units like Grenadiers, JLI, or Panzerfusilers (just to name a few) gives them an overwhelming infantry advantage to press home. Currently the game favors long range infantry engagements due to the open maps, and durable 4-6 man Axis sqauds. CQB infantry are not nearly as effective as they require much more support from units like mortars and also more micro management to flank your attackers. The only thing required for long range infantry to be effective is sight range to prevent flanking and leaving them behind cover. |
even if something like that could work, adding more side teching bullshit into an already bullshit ridden faction sounds like a recipe for disaster for me.
This. You don't have to do that much to tweak USF. You could start by making BARs 50 munitions and remove grenade side tech and integrate into T2 teching. Or not make Riflemen suck at long range |
From a 1v1 perspective I still say the MG42. Complete bullshit to have to play against the game's best MG that's also about the cheapest at T0. If you manage to capture on as Allies early enough It's gg. |
Yawn... BAR'd up rifleman do just fine against grens. I know you're convinced that Grenadiers are disgustingly OP but they really aren't that strong prior to being vet 3 with their LMG's. You can quite easily close the gap and overwhelm them in a lot of situations.
LOL yeah after 150 MP 15 fuel and then 120 munitions and that still doesn't give you grenades hahahaha! |
You have to go Captain for the M15 HT to overcome OST's infantry superiority. Riflemen don't cut it against Grenadiers and Panzergrens. Yes you read that right. A 240 mp unit with a 60 munition upgrade is effectively superior to a 280 mp unit that pays extra to access grenades and BARs. Horay for balance. |