PLS decide are you question rhetorical or not?
PlS if you do not mean to incite inflammatory comments stop making ones like accusing me of cherry picking.
I don't know what you referring to as USF tech cost. You have to be more specific. In the current live tech tree teching is not slower.
A USF player can choose to get grenades before an Ostheer player if he wants to.
A USF player can choose have access to a BAR before an Ostheer player can have access to an LMG
A USF player can choose to have access to Bazooka before an Ostheer player can have access to shreck
What the current USF tech does is give the choice of what and when to unlock the tech you want, if you want to unlock everything then yes will pay more in tech.
No unique design is not the problem, the fact remains that USF had higher win rates for years using the same tech design.
Maybe one should be looking to bring OST/OKW/SOV, who where buffed, down to USF level since UKF will remain UP and will have to go thru another of this factions redesigns. Or one should do UKF redesigning at same time and be done with it.
Returning OST/OKW/SOV to lower power level, should be allot easier since they have been there and simple reverses in some of the buffs they have received should do the trick.
Or one could take a break from all these faction redesigns and fix long lasting issues that could greatly improve balance like vet abilities, vet bonuses and so on...
It IS slower because you cannot possibly afford to have all of your tech including grenades, advanced weapons, and healing by the same time that an OST player can. As soon as an OST player finishes T1 tech they've got access to all of those things, the only one that is any additional cost is healing.
Even if you could manage to have all of those things at the same timing as OST, as Newbie said you couldn't possibly hope to be competitve at that point because all of the rest of your tech would be substantially delayed.
My argument is that certain basic functions such as team weapons are not really optional. It's not a matter of wanting to unlock all of the tech, it's a matter of some of that tech (team weapons) is necessary to be competitive, and it's currently locked behind prohibitively expensive tech for the USF specifically.
USF had higher win rates in the past because certain abilities and units were overpowered enough to carry them through the game. Do you really want to go back to the days of things like double 1919 LMG suppressing? Simply nerfing OST/OKW/SOV doesn't address the most basic problem that USF has had since day 1. This patch would go a really long way to addressing the problem.
Maybe the question I should be asking is why you are so afraid of the USF having easy access to all of their team weapons? Because that's all this change would really do.
For clarity's sake and to provide feedback to the people behind this patch, there are two changes that I think may still be necessary either with this patch or in a future patch. Free grenade tech for USF that becomes active after one officer is produced. This includes anti-tank rifle grenades for Riflemen. I would at least like to see that go to the mod for testing.
Another possibility would be allowing the grenade tech (either paid or free) to also unlock anti-tank rifle grenades for Riflemen regardless of whether or not they're Vet 1. I think the UKF should also get something similar.
Other than that I'm really excited to see these changes go live.