T70 is OP, but Stuart is a balanced light tank.
At least USF has a light tank. Look at OST.
OST's "light tank" is basically a Panzer 4, at least as far as timing goes. |
The Stuart is decent but it is over priced. USF already has excessively costly fuel costs related to teching, it needs to be compensated somewhere on fuel costs. I supposed one way to do it would be to knock 5-10 off the cost of one or more of it's light vehicles.
60 fuel for a Stuart, 15 for an M20. |
I have no idea why devs think pioneers should have an extra sight range than the other engineers in the game, but this is dumb. Ost already has the best HMG, the best none doctrine mortar and LMG, and strong line infantry. I don't see why they should have another strong advantage layered over this already strong faction.
It's already difficult enough to counter MG spam in the early game, the sight bonus makes it even more difficult to pull off successful flanks or can give spotting for their mortars while safe inside their own MG's firing arc when trying to counter with indirect fire. They should have the same sight as the other normal engineer units.
Because OST is the most babied faction on the game. They've been given so many advantages over the years that they were never intended to have.
Right now the best stock infantry units belong to OST. The LMG42 Grens with the early Panzergrens is more effective than BAR Riflemen, Bren Tommies, or Penals/7-man cons. It even beats out the Volks/Strums/Ober combo due to timing on Obers (and the lack of dual schreks).
This is hilarious when combined with the best MG in the game, T0 only 260mp. Mortar, and sniper too.
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Because they are mid oriented and not close and there damage is fine for cost.
In addition on choose a commander and not a single unit.
We all learned from USF Riflemen that "mid-range" just means they suck at long range and CQB. This unit looks cool but is pointless. |
First of all don't bother even using this unit. It's nothing more than an worse Infantry Section. You'd think they could cloak or something but no. |
LOL it's pretty funny that not only is USF a much harder faction than OKW or OST due primarily to it's idiotic tech tree, but it also suffers from equally idiotic game mechanics. The AT rifle grenade taking forever to deploy, the dumb weapon rack mechanics, and now the wind up. |
Tommies used to be a good infantry unit until like 3 years back when they got beaten silly with the nerf hammer. They've only gotten progressively worse as the faction as a whole got deliberately nerfed into the ground.
In the past it was important for Infantry Sections to be good because UKF had no other long range oriented infantry units to rely on.
What's happened to Infantry Sections since I've started playing circa 2017:
- Long range damage was nerfed
- Brens were nerfed
- Bolster was put behind T2 (without it's high price even being adjusted)
When they nefed the unit repeatedly into the ground the only things that got adjusted was a slight manpower cost reduction from 280 to 270 (almost nothing) and I guess Brens went from 60 munitions to 45. Problem is Brens were worth 60 munitions before the nerf but weren't worth 45 after.
Most people openly admit they nerfed Brits not really for balance reasons but simply because Axis mains just didn't like playing against them.
The only Brit unit I can think of they didn't nerf to hell and actually gave any significant buffs to was the Comet.
It is worth mentioning though they did introduce new Brit infantry over the last few years that wasn't around when Tommies were good, like Assault Sections which are decent, and the Air Assault Officer which was a great idea (one I'd thought of too actually before it was implemented). And now we have Raid Sections but I haven't found any use for them as they seem to be just slightly worse Infantry Sections.
Personally I think they either need to move bolster back to a T0 upgrade or reduce it's fuel cost by 20 if it's going to stay a T2 upgrade because with Tommies being double/triple nerfed it's a required upgrade to keep them competent mid and late game. |
It is the hardest faction to play, no doubt.
But let's not forget that you're really bad at the game. That counts for a lot.
And that means what? I can and do play the other factions as well. I'm fully aware of manpower bleed challenges you can have late game with OKW, or OST. I'm aware of the pop cap issues you can run into with OKW too. Soviet 120mm mortars are annoying to play against as well. But USF is about the only faction where I am consistently short on all resources, particularly fuel, when trying to play against an opponent of similar skill.
The only faction that's worse is UKF without a doubt. But that's a more recent phenomenon and nobody seems to have any problem denying it was deliberately nerfed into the ground.
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Yeah, so? USF can have soft retreat with heal and reinforce from T0 and keep pounding the enemy till he drops from tears or from soldiers. Any decent USF player knows that you have until maybe 15min mark to end the game. After the first Obers, LMG42 or even Panther rolls out, it's pretty much gg.
So we all know Riflemen and/or BARs would have got nerfed ages ago if the situation were reversed.
Nobody with any sense is buying an ambulance before T1/2 unless you're just not taking the game seriously. The T0 ambulance, weapon racks, and grenade upgrades are completely pointless. The first one will put you at a unit disadvantage and delay teching, the last two will do much the same except you won't have the resources to utilize the upgrades that early. For the ambulance all it takes is it's early destruction (which is not hard to do) and it's an early gg.
Bottom line if this community wants USF to be the harder faction, fine I don't really care anymore, but let's just be honest about what we're doing. |
Big issues of USF in terms of team games are:
1) expensive infantry that has close-mid operating range
2) map design that mostly promotes long range engagements. just design favors HMGs and long range infatnry like grens, guards, obers etc.
You add (1) and (2) together, add the fact that grens are long range + all aggression can be easily diffused by HMG42. Also the fact that you need different tech for HMG and AT gun, only adds salt to the wound.
This pretty much leads to 1 good USF doctrine - Airborne. Paths to spot an HMG, lmg paras to counter grens, and AT/HMG drop to offset teching problems.
On USF Riflemen first I'd like to point out this is NOT a CQB unit. They happen to be marginally better close in than Grenadiers or unupgraded Volks but that in no way makes them a CQB unit. The "mid-range" niche they're supposed to fill doesn't really manifest itself in practice. In practice they're just terrible as either a close range or long range unit.
Everyone who's played USF for any length of time knows how many retreating sqaud wipes they've missed out on that Grens, Volks, Panzerfiluslers, or any number of other OST/OKW infantry would have made. |