So what. Clown car meta is dead and is unlikely to be revived in any significant manner by usf. Wc51 would be primarily used to counter kubels and snipers. Hardly Op as its only real strength is harassing and chasing lone squads. Wc51 would be hugely risky investment since 20fuel would delay ambulance, t1 or t2 or any other light vehicle. Any competent axis player will fast tech a vehicle of their own.
What does this mean and how is it relevant.
Ost t1 is 80mp and 10 fuel, hardly a significant number. Axis t0 and t1 units (ex sniper ) are cheaper than rifles. The mp difference equalises after a couple of units are produced.
Op units usually are a problem.
wtf are you talking about. The problem was sov could a-move maxims because of quick set up and almost instant pin.
Yes they were nerfed but not nearly hard enough, any tournament will feature heavy maxim play. Not only is it still op but it is utterly broken because of the cheese factor.
4 mgs is uncommon, probably less than 10% but 2 is almost standard. No normal intelligent person will deny that there is a problem relating to the design of usf and their reliance on doctrines with flames or indirect fire to deal with multiple mgs.
Yes, i know nades also counter mgs, but this can be a waste of muni, often resulting in no tangible gain vs a competent player and the 25 fuel delays tech and light vehicles.
The solution is fix usf needing a doctrinal flamer, move the morter to t1, fix axis AC bug and make it more AI, then move on to p4 etc etc. The problem is everything feels a bit like a square peg in a round hole atm because the early game mechanics are just off tilt.
the soviet start with 390 mp, of which 160 are usually spent building either the support weapon or special rifle. They barely have enough mp for a conscript and one building, but the strength of the unit makes up for it.
the USF get rifleman and mortar right off the start and 400 mp to play. That's a significant advantage because the USF doesn't have to waste the first minute building whatever or spending the resource to get decent starting units. Even replacing the mortar with jeeps and flamer is still a significant boost compared with one patch ago.
Note that the sov and Wehr get access to the mortar only if their starting unit spent the first 30 second constructing the production building. Their opponent is all but guarantee to have garrisoned that all important building first. Getting access to the mortar means you're more likely to need it.
the wehr get access to the mortar and flamer because they are slow and will arrive at the fuel later than USF.
and 80 mp 10 fuel does make a difference. The wehr get 420 start mp but they have to spend 80 of it on the barrack. The USF get 400 mp and they don't need to pay building cost. 340 vs 400 mp is a big difference.
and the rifleman get Smoke in addition to nade. Even the smoke is a huge factor because the US rifleman easily beat the wehr in close quarter. Even just getting in close is a huge victory for the usf.
and I don't see the wehr ever getting map dominance with mg spam. Most USF defeats are usually because they let the game run too long. It feels like adding the mortar to the USF is just reinforcing the notion that the USF is suppose to defeat the axis early.
and the USF already have access to the major artillery(which is now decent for 60 mp) , m8a1, and the pack howitzer mid-late game. If the Wehr is dugging in, the USF can use any of those option to remove troublesome mg. The USF does have access to artillery, just not zero second artillery.