It's the cancerous G43 moving accuracy that needs to go. You can just blob 4 pfusilier squads and right click opponent's cutoff and they'll kill everyone on their way there without any further input. Even worse is that G43s have long range damage which is slightly better than their kar98s. It's an a-move blob that can frontally decrew a 50 cal from long range and easily dodges the traditional blob counters like Scotts/Rocket arty.
That is an issue, too. However I'd still start with the massive recon options this squad gives you. Frontally blobbing MGs is possible, but can be quite a gamble. However, Fusiliers have an easier time because they can just dodge the MG before it can fire. You're basically always be outflanked on the defensive, and you cannot re-setup your MG against Fusiliers. If that would be gone, an MG + screening pioneer might be good enough to suppress 1-2 squads before that happens.
It's an early-mid power spike that does not really have counters, because the intended counter at that time is either still the MG or an LV. If your MG cannot suppress properly, your LV is also not very safe or at the very least highly micro intensive compared to A-moving, which can cause you to lose other squads on the field. |
Any idea how much far moving DPS a Penal squad has?
If you could explain how that is related to the broader topic of OKW and Pfusies, and why Penals and Pfusies should be comparable, that would be great. |
In the broader context of OPW, I think it is mostly Pfusies that are broken for team games. Once they get upgraded, they see everything, good damage, especially on the move, the snare makes it very micro intensive to counter play with LVs, and they have a flare to prepare every push. They are also in two great commanders for team games and can be combined with a KT at any time. They are an all round good package with at least "good" stats in any category and no real weakness. If they'd lose the flare and/or only get additional sight when in cover like basically almost all other units, that would go a long way I assume. |
Does this happen only if the actual officer model becomes part of the new weapon or always if any officer squad picks up a weapon?
But I think this is an issue that has been known for longer, Relic just never fixed it.
I assume this problem only gets resolved if the newly crewed weapon gets decrewed again? |
Thread: Leavers23 May 2022, 07:29 AM
On topic:
I fully agree. There should be some form of time ban if you accumulate to many leaves in short time, as well as an auto-kick system if you are inactive. Or maybe even if your APM is very low (like below 5, which means you're only faking to play).
It's just when you look at the focus on team-based modes & gameplay on almost every single bigger multiplayer game that came out in the last couple of years.
I didnt attempt to look up concrete data but I think it would be pretty easy to do so if one is interested in it
This argument canbbe reversed though. Team games keep players longer in the game because even if you lose interest, your friends might still play. This allows selling of more DLCs, that's why they get more focus. If you lose interest in Singleplayer games, you just switch the game and that's it.
In exaggeratiom, SP is dying because game devs want it to. Obviously that's only part of the reason, your point will contribute as well. |
Those are not in the patchnote because the adjustment was made during the patch preview. Everything was made to make the officer come the later possible.
What is not in the patch notes and which adjustments are you talking about exactly? |
But as time, another faction could already build up next tech or get more men on field ( due to new officer has to spawn outside map, not on base.
Also .50 cal nerf set up time is a biggest hit since it always clumsly (sometime it take 1 burst some time it take 2-3-4 burst to suppress a single squad. That why a blob LMG can delete them) As least Maxim or Vicker could do something and retreat. They also not give .50 cal anything back to justify a nerf.
Talk about USF openning. they depend on Rifleman too much (2 rifle to rush officer or 3 rifle and officer, sometime 2 rifle and a mortar). As same time, OKW, WEH have more solutions.
The 50cal is susceptible to LMG blobs because unlike Axis MGs, it does not get teleported when the Gun operator dies. This almost always leads to a long range death loop.
My argument regarding build time was that the current solution is probably not much different from the one we had before, since Esxile claimed this change were a timing nerf. I don't really think so unless someone provides some hard numbers from before and after those changes.
Where I agree is that USF is fairly weak early on. The weak Echelon starting squad combined with relatively expensive Riflemen and long build times on the officer basically ensures that you're at the very best on par with Axis for the first 4-5 minutes, but probably behind. Even compared with Ostheer.
Also Kubel is a thing. Unlike Sov, UKF, WEH, or even OKW. You dont have any thing to actually fight against it. This 200 mp can do various thing like bleeding, bait, push out of cover, back capping or even hackmap at vet 1.
in 2v2 and abrove, Kubel is massive unbalance unit that can simply deny a whole faction style and forcing them to pick a specific doctrine to deal with it such a Mechanize, airbrone. a combine of Kubel hack map and indirect fire is such a pain in an ass.
I fully agree. USF does not have proper answers to early stock units of Axis (sniper, Kubelwagen). Both create a huge bleed on many maps. |
So what is the chance beside the greyhound? Did I miss something? |
I bring this up because the officers being "free" as part of your tech basically make these units the same as that Starcraft Zealot or Zergling. I don't really care if they die since they were free and they gain Vet much faster than Riflemen so losing them doesn't have that same emotional impact as it does when losing a Vet Rifle Squad does.
This is one of the things about USF that I dislike the most and would like to see changed. I agree with you that LT/Captain should be made into support units. They should be vital to USF and not just a Rifleman clone without a soul that you do not care about.
Losing "free" Officer Squads and having to pay for them would be a fair trade if it meant USF had easier access to HMG/AT Gun and making the LT/Captain have some useful abilities built in since you would be paying for them instead of getting them free.
I personally don't have the feeling that officers being "free" contributes to having no connection to them, because I do not see them as free. I pay for them as part of the tech up. They are basically the next mainline infantry that I would buy, they just happen to come with an odd mechanic due to USF teching.
If they were not free and teching costs the same, USF would need some serious remodelling of their MP spending. The problem is that they are not "officers", they don't lead your troops into battle or command something. The Captain's "On Me" is the only thing that goes into that direction.
But back to topic:
Riflemen by themselves are okay, they are just stuck in a faction that has no strong options to inflict MP bleed, especially in the late game. No sniper early/mid, no long range infantry, only the scott as arty.
In 1v1, they can still sometimes single out enemy squads and go 1on1 on them where they perform very well. But the larger the mode, the more enemy squads will shoot on you when you close in. That's what most close range infantry suffers from in these modes. |
Modding team when they redesigned USF tiers set the lieutenant and Captaine build time to the maximum possible, to delay the HMG because at that time the .05 was effectively good. Then they nerfed the .50 but never really buffed the LT timing, they did it long after, one or two patch ago and nothing really significant.
They also made them be called from outside of the map to delay even more their presence. Note that if you rebuild them they pop in the base.
Today all of this doesn't make sense anymore, Lieutenant and captain timing are way too long for two units you must get to complete your BO, because of this excessive timing USF is outnumbered before them come and when they hit the field they don't bring any powerspike.
Build time was increased because the price for requisitioning Cpt/Ltn got 20 fuel cheaper, meaning they come out almost one minute earlier assuming a fuel bottleneck, which translates to 40-60 seconds in the game. USF can float a bit of fuel at this time with a standard 3x Rifle build, still this doesn't delay you for a full minute.
I don't know the exact build times before that patch, but by gut feeling anything that delays the officers for 30-40 seconds is probably sensible.
With the .50cal you mean the sprint removal and slight suppression nerf back in 2018?
The suppression change is a token change, the weapon suppresses super quickly anyway. Sprint removal is indeed a nerf, but a good one. A flanked MG should be properly countered at that point, it should not be able to just run away from the danger. |