Imo the issue with Scott is that it is very affordable + hard to punish. Actual unit is fine lethality wise, but once you start to spam it, while combining it with the particularly braindead spam strat, makes it an issue.
Pretty much you need 2 or more to wipe an unsuspecting squads, while one is enough to pressure team weapons. I find it particularly effective vs OST that can't retreat AT guns and has to get HT to reinforce with grens for the field heals.
At least that's my impression about Scott after 10+ games. Still not my cup of tea, because sherman (can't play without medium tanks) + scott + jackson is very cumbersome. Rocket arty is quite easier for me in this regard, since it does not require that much of a micro effort, thus does not overburden the build for already very micro intensive faction. |
In sort you are comparing pop of units with different roles after claiming that it is ridiculous.
Ok fine, moving on.
well I didn't say that mainline is more valuable then AT gun or HMG, at least you can actually compare mentioned by me units |
yes way:
KV-1 Heavy Tank
To give the KV-1 a more defined role as a breakthrough unit, we are slightly increasing its durability, and significantly increasing the rate at which it can get repaired.
that was sarcasm, FYI...it is a light tank
Context:
Again, an army can rely more on munition, fuel or manpower but population should be an independent tool to balance the lategame. |
KV-1 is not in the same class as PVJ and T-34/85, it is a heavy Tank not a premium medium.
no way |
Again, an army can rely more on munition, fuel or manpower but population should be an independent tool to balance the lategame.
which is why FF, SU85 and JP4 are 15 pop, while having different cost.
also:
t34/85 - 380mp 140f 14pop
p4j - 380mp 140f 14 pop
kv1 - 420mp 145f 16 pop |
the mg-42 veterancy ability immediately invalidates the one and only advantage the .50 cal has, comical
narrow firing arc machine guns should by nature have fast setup/pickup times, but for some reason they do not, weird
well 50 cal still has faster pack up and set up...but there is a thing:
Vet2: -55% set up time, +40% weapon rotation speed.
and it does not work. I wonder if this is by intend or this is a bug |
I do think population is the value that should balance the game when everybody is maxed out. For me there is no faction thing about it. No faction should be anyhow more population heavy than another. A faction may lean more to being depended on a resource manpower, fuel or munition but this shouldn’t be the case for population. Population has to be balanced across all factions the same way around combat value and versatility, else some factions will be more powerful in lategame than others. That should be avoided.
Population should not only include the Vet0 out of the box performance of a unit but should integrate how good a unit scales into lategame with veterancy and available upgrades.
if balance was symmetrical I would have agreed with your opinion, but otherwise I do not, because every faction have its unique stock units, that totally stand out compared to others. The obvious examples would be, pgrens, obers, comets and KT. So logically when you include those units this reduces amount of units available. E.g. comp consisting of several cons,2 zis,2 engies, single katy and an armada of t34 76 gonna be bigger then UKF analog but with comets.
Again I have no info about the reasoning behind some patches, I can only speculate, since balance team do not add sufficient reasoning behind each one of them (for example no reasoning added on top of recent FF pop change), but your can still read about some changes if you want.
One example out of the recent patches. While Jackson went from 15 to 16 population, Firefly went from 16 to 15 population. Still Firefly remains to be the more expensive one. Shouldn't all stats be exchanged? Overall Jackson is the best deal anyways (dps/speed/moving acc, great Vet1 HVAP compared to unreliable and expensive rockets...).
Judging by patchnotes in recent history Jackson was never 15 pop, it used to be 14 before 17th of May 2018, then they bumped it to 16 (read my comment with a spoiler). So I have no idea where you've got this info from. |
After the recent patch population of Jackson (15->16) and Firefly (16->15) got changed. The even more expensive Firefly (440MP/145FU) now has the same population as SU-85 (350MP/130FU). I wondered about that because I do think that the population and resource cost of a unit should correlate somehow.
My guess for FF change is because the faction is very popcap heavy with Churchills and Comets, so reducing FF popcap cost slightly buffs lategame composition.
As for Jackson it is obviously (although not everybody agrees with that) stronger then FF with its 0.75 moving acc, excellent speed with acceleration, great penetration scaling and AP shells.
No idea why Su85 has this cost, but the pop adds up. I'd even say that SU is generally better then FF. Even though the FF has a turret its rotation speed is pretty bad (I guess it is still better then not having a turret)
Imo most patches seem like reactionary tweaks from initial idea of supposed price/performance.
BTW Jackson is 145fuel now, that makes it 400mp 145 fuel. |
A unit's value is determined with comparing its stat (among other things) with other units of its class.
Pls explain what stats in your opinion where "cherrypicked".
Than you might want to consider toning down using words like "rediculus" and "cherrypicking" and try to stick to points/arguments.
Vipper, this was addressed multiple times in this thread: https://www.coh2.org/topic/109492/jp4-performance There is really no point in continuation of that here (in my opinion of course).
In short: JP4 is nothing like Allied tank destroyers, even though it has same range, looks like SU85 (which has same pop as more expensive Jackson btw, good morning price/pop logic) and has same AOE (or lack of it). This gymnastics of getting to your point through distant roundabouts is very counterproductive. |
Imagine single .30 cal rifles with Garands from rangers
But to be honest, I'm really struggling with USF in 2v2. Although it could be that my USF suck balls. Things that I really love in USF are jackson, m4a3 sherman and AA halftrack. Particularly HE sherman is such a beast: fast, great dps, low scatter high AOE with smoke. Scotts are great, but I'm really not used to having such indirect.
Imo there are some great tools within USF roster, but rifles just not fit for the gamemode. The faction is hard as is and if "helping" parties added to assist your enemy, then all your close to mid range infantry becomes extremely vulnerable. Also it is far easier to deal with HMGs if you have LMGs on your infantry. You just spread your squads and focus fire the bastard (unless he is in green cover). On the other hand .30 cal rifles feel kind of weak for some reason. |