HQ:
- Riflemen
- Rear
- Ambulance
- Mortar
Platoon: 30fuel
- ATgun
- Supportgun (requires Mechanize Platoon OR Company)
Mechanize Platoon: 30fuel
- Lieu (400mp), has double Bar by default
- AAHT
Company: 30fuel
- MG
- M20 (requires Mechanize Company OR Platoon)
Mechanize Company: 30fuel
- Cap (400mp), has double Zook by default
- Stuart
Battalion: 90fuel
- Sherman
- Carrier
Mechanize Battalion: 30fuel
- Major
- Jackson
- Doc tanks
=========================================
.Lieu, Cap, Major are no more free squads, you have to buy them in Mechanize tech. This is to avoid getting 2 free squads mid game for USF.
.Players who go for Platoon & Company tech will get 2 free squads, while the units diversity is really low mid game (Riflemen, Rear, Lieu, Cap + weapon teams). This new tech will give them various units in mid game no matter which tech they go.
.There are many tech paths for USF to pick. Each of them is unique
-Platoon(AT) + Company(AI): ATgun, supportgun, MG, M20
-Platoon(AT) + MechaPlat(AI): ATgun, supportgun, Lieu, AAHT
-Company(AI) + MechaCom(AT): MG, M20 , Cap, Stuart
I dont know how to ping people in this forum, I wish to ping Sander |
Should USF tech reworked like this?
HQ: Riflemen / Rear / Mortar / Ambulance
Platoon: M20 / MG
--Mechanized Platoon: Lieu / Stuart
(Lieu no more a free squad, locked behind MechaPlat. Cost 400mp, has double Zook by default)
Company: Supportgun / ATgun
--Mechanized Company: Cap / AAHT
(Cap no more a free squad, locked behind MechaCom. Cost 400mp, has double Bar by default)
Battalion (90fuel): Sherman, Carrier
--Mechanized Battalion (30fuel): Major / Jackson (and doc tanks)
(Major no more a free squad, locked behind MechaBatta)
--There we have options like this:
M20 / MG / Cap / Stuart (Platoon(AI) to Mechanized Platoon(AT))
M20 / MG / Supportgun / ATgun (Platoon(AI) & Company(AT)
Supportgun / ATgun / Lieu / AAHT (Company(AT) to Mechanized Company(AI)) |
imo make the CP higher of sort like if you load with two 4cp abilities, the first is open at 4cp the other one become 6cp. 50% mark up
It would be simple to Limit CP to 25. So if you have double Heavies, it would be 24 CP.
And requirement would be full slot to use a commander (Incase players just put Ele & Tiger and call it a commander) |
Guard & Shock never in the same commander is to avoid easy tactic. Any Soviet players would slap those 2 in the same commander.
Supply drop on fuel to both Tiger & Fuel, or on ammo to all kind of Zeroing arty
Soviet could have the old Industry double fuel to KV2, IS2, ISU |
I think you never see USF blob a Rear, 2 RM, Lieu & Cap early game
Follow with 3 Ranger 9 Zooks late game. |
Im muted!!! |
MG 42 has around a 35 second build time. Engis around 17 second, cons around 25 second.
OST has to build t1 for grens tying up pios.
Either you have no idea what you're talking about, or are intentionally lying as you could merely watch one single OST-SOV matchup to see that SOV consistently maintains a one squad advantage over OST in the early game.
1st Con: 25s
2nd Con: 25s
Soviet has CE,Con,Con at 50s
Pion can instantly build T1 early game: 10s
1st MG: 35s
Wait for enough mp to build Gren: 55s
Ost has Pion,MG,Gren at 53s |
I think he can set up a 2v1 game (him,AI vs AI)
So he can just sitting and watch 2 AI fighting each other. |
React to enemy's choice isnt just for Commanders, its also for units/teching.
The game used to have Soviet able to push T3 or T4 much earlier on Ost T2 units. The game end right there if Soviet success. If fail, Ost wins. Either you win now, or never win.
Nowaday everyone wants to have equal chance in late game. |
Ostheer has join the fight for the retreat point. |