Things USF Needs for its Core
-Riflemen Veterancy:
-Make the accuracy bonus to their weapons that they receive the same as the other faction: 40%. Possibly split it between vet 2-3.
-Received Accuracy bonus to 27-28% from 23%. Possibly split between vet 2-3 if accuracy bonus was also split.
-Bazooka:
-Decrease price to 50 munitions to allow it to be more available as a soft counter/deterant to vehicles.
-increase its accuracy at range to make it more reliable at chipping health.
-Maybe make its penetration flat so not drop-off at range to make it more consistent.
-.50cal: -Increase .50cal penetration from 3.0/2.0/1.0 to 4.5/3.0/2.5, would allow the USF LT tier to have a soft counter to light armour when supported with rifle AT grenades.
-Fix issues/bugs with .50cal such as the overpriced crew, gun health/armour and its vet 2 weapon not having the same bonuses that all MGs got in the June/July patch which Cruzz has stated. Removed received accuracy penalty on the crew.
-Maybe drop cost to 260.
Ambulance: Lowers is population cap from 4 to 2. Yes it can reinforce, but the moment it steps out of the base it's at risk of being on shotted by everything.
-Give it a slow passive healing ability when in the base sector and stationary.
Pack Howitzer: Increase the number of shells on all barrages to make these better at area denial. -Standard HE and WP is 6 rounds, no longer losses standard HE from vet.
-HEAT fires 4 rounds.
-Remove cost on WP to give more incentive on using it over the regular barrage.
57mm ATG:
-Increase its base penetration to 165/150/135 to make it more reliable vs mediums.
-Possibly move to T1 and require any officer.
Major: Major model population from 3 to 1. Makes the whole squad only 3 pop cap.
-Revamp his barrage ability and fix the timer on the drop-time between shells that is currently inversed. Make it have a long cooldown and shorter range a tad, but make it much cheaper/free. Not effective, but it would give more incentive to push him forth and be the heavy indirect-fire unit the USF lacks to force weapon teams to move without mass smoke and be an interesting take on artillery.
Tank .50cals: Cost dropped to 50-60 munitions form the hefty 70.
Add a Mortar:
-Fast rate of fire, good accuracy, access to smoke, lower OHK radius compared to other mortars and less range that is meant to operate right behind the rifles and give them the fire support they need and force weapon teams to move if not from damage, then from sheer ROF.
-Found in T0
M20:
-Manpower from 340 to 260/280 to reduce that hefty MP price.
this is very close to what I think should happen. The only differences I would make is that if they are going to add a mortar, the pack howitzer should be changed to a barrage only unit with buffs of course. That way it could stay mobile with the rest of the USF army between barrages instead of the be stuck being static and defensive.