soviet ptab also sucks
looking at the video
Light arty barrage 100 muni
CB 110 muni
Frag 180 muni
Ptab 180 muni
IL2 bomb 200 muni
I think should be this way
CB 160 muni
Frag 160 muni
Ptab 160 muni
CB should be cheaper than frag considering frag can wipe anything on the map edge. |
USF currently has a few doctrines crammed full of so much stuff they can never really use all of it, and a lot of doctrines languishing behind.
The idea of this reshuffle of USF's commander abilities is to spread the love out more evenly across its many doctrines without changing the core idea of the doctrines.
I stuck to three rules: keep the changes as minor as possible, don't edit any abilities, and keep the playstyle of each commander roughly the same.
Airborne Company
I swapped out the P47 skillplane loiter for the cheaper Cluster Bombs. This commander guzzles so much munitions now that the airdrops cost muni that the P-47 was a bit much.
- Pathfinders
- Airborne
- .50 cal Airdrop
- M1 ATG Airdrop
- Cluster Bombs
Infantry Company
This commander had three separate indirect abilities, which was a lot of redundancy. I swapped out the MHT for Rangers as a nod to CoH 1 and because they complement the doctrine really nicely. You could probably stick the MHT back in if you bundled Field Defences with the M1919.
- M1919 LMG
- Riflemen Field Defences
- Rangers
- Time on Target Artillery Barrage
- Priest
Armor Company
Armor Company is a well-themed and well rounded commander, so I left it alone.
- Assault Engineers
- Elite Crews
- M10 Tank Destroyer
- 105mm Sherman Bulldozer
- 240mm Artillery Barrage
Mechanized Company
Mechanized was an overloaded commander, so I simply moved two abilities out. The 75mm Bulldozer is now exclusive to Urban Assault, and the somewhat redundant M3 went to Rifle Company.
- WC-51
- Cavalry Riflemen
- Mortar Halftrack
- Combined Arms
- 76mm Sherman
Recon Support Company
Recon guzzled munitions like nobody's business, so I filled Cluster Bombs's slot (which moved to Airborne) with the M10 TD: a speedy cheap tank destroyer to support the Greyhound fits the theme nicely. Recon still has a kickass offmap in the form of Pathfinder arty, so it hasn't lost much.
- Raid Tactics
- I&R Pathfinders
- Airborne Support Group
- Greyhound
- M10 Tank Destroyer
Rifle Company
Rifle Company gets the M3 to use as support for Riflemen. It also swaps RET Flamers for RET Rifle Grenades: they serve the same role, but Rifle Grenades fit this doctrine's theme better. It's now like a cross between Mechanized Company and Infantry Company.
- Rear Echelon Rifle Grenades
- Rifleman Field Defences, Rifleman Flares, Fire Up
- M3 Halftrack
- White Phosphorous Barrage
- Sherman Easy Eight
Tactical Support Company
I replaced the ineffectual P47 Strafe with the skillplane loiter from Airborne. Hopefully it'll make this one a solid teamgame commander.
- M1919 LMG
- M5 Halftrack
- Recon Overflight
- P47 Loiter
- Sherman Calliope
Heavy Cavalry Company
To stop Rangers being in three commanders, I swapped them out here with Assault Engineers. This smooths out the power curve of this doctrine a little: Assault Engineers don't scale into the late game like Rangers do, but they can repair the Pershing.
- Assault Engineers
- Riflemen Field Defences
- Light Smoke Barrage
- Combined Arms
- M26 Pershing
Urban Assault Company
Apart from swapping the RET Flamers and RET Grenades, I've left this commander alone.
- Rear Echelon Flamethrowers
- Rangers
- Urban Assault Kits
- Cover To Cover
- Sherman Calliope
tactical support is now hilariously OP. Infantry now super strong in teamgames. |
I wouldn't call OKW "still strong". Fallschirmjägers carry the faction. But other than that they are pretty mediocre.
While falls are very strong i dont think they “carry the faction” |
I said this before and will say this again. The jackson basically carries USF late game espically in those teamgame slugfest. Nerfing it basically cripples USF late game as USF lacks any viable AT option. USF AT guns requires muni dumps everytime anything stronger than a ostwind comes around(even HVAP isnt that powerful at vet 2 shot HVAP bounced on a brumbar on a very recent game) . Nerfing its health will cause tanks like elephant to basically wipe late game USF . I agree the jackson is a bit to strong but because it has to. If u want to nerf it you need to make another solid non-doc AT option. This means buffing the M1 AT gun/sherman/ add 76 sherman/zooks.
Please dont make the panther doctrinal. Its fine in its current state. |
Easy 8 has the same AoE stats as Sherman firing AP rounds, but with around -17% scatter and +9% reload time, so it's comfortably superior to Sherman with AP rounds. It's more comparable to the Ostheer P4 in terms of AI performance.
I saw a thread where it shown that the E8 is far worst than the Panzer 4 was he wrong or.....? |
Your suggestion is not bad but i find it overcomplicated, 2 call in strikes for officer is too gimmicky IMHO. My suggestion:
1. Flamethrower, flares
2. Sprint, scoped garands for riflemen, 45 muni, 2 slots
3. Mechanized group (wc51, m3)
4. WP barrage
5. Easy8 - 175 fuel, 45 range, 240 armor, 800hp, increase pen to same level as 76mm
I feel the mechanised group take aways what makes mechanised company special and dosent suite the theme of rifleman |
They shoudnt have faust in the first place |
Vanguard a bit gimmicky as the glider is ridiculously expensive but the Croc and strafe is very good. |
Its no secret that rifle company is the worst USf commander overall, its is outclassed by every other doctrine in both 1v1 and team games. Its roster is filled with medicore or almost useless abilities. Currently, the WP strike is good but situational, the E8 is a OKW pZ4 with slightly better tank v tank capability while having terrible AI performance. The advance infantry equipment feels highly situational so those fire up. Theres a reason why i almost never see this commander used as both AXIS and allies.
My idea would be
0CP- M4A3E8(increase fuel cost to 155 ,increase AI capabiliy to M4A3 sherman firing AP)
0CP-Rifleman field Defences(i will keep it)
2CP- Rifleman Recon package (gives two rifleman pathfinder M1C, allows them to use rifleman flares ,uses two weapon slot, 60muni)
4CP-Cover to Cover(same from urban assault)
6CP-Advance officer equipment(All officers except major can get 1 Thompson for 60 muni as well as the ability to call in a White Phosphorous strike(110 muni) and a P47 rocket strafe (130 muni copied from soviet airbone) ability have 3min cool down only one officer can have)
I like to hear your thoughts especially on the last ability as i felt it might be a little too strong.
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I think hans/devm made maxim spam in rail metals during last 2v2 championship. It is still op because of its fast motion and 6 man squad. I dont think maxim is as dastardly as allies try to make up. Just saying.
Bruh, Maxim has terrible suppression, death loop, no AP rounds ,no special extra suppression rounds but its Op. MG 42 has all of those and its okay to you. The ZIS has barrage(it dosent shoot nukes(nerfed alr), pzgren throw nukes btw), the PAK have snare. Judging by ur post your a huge Wheraboo |