Of the 93 games how many were against Ost tho? (I don't actually know) because the mortar is much less useful against OKW. 1 MG is easy enough to get around, multiple the mortar becomes more important. Against garrisons the new mortar profile does work. It's situational of course but it makes the grenade package less of a requirement. As a smoke dispenser it's great and doesn't delay teching in the same way that the grenade tech does nor does it eat into the BAR fund. And again, until upgrades start hitting the field rifles do not struggle for dominance against volks and grens outside a prepared defense, which the mortar does provide help against.
The drop in the mortar usage likley comes from it no longer being a 1 weapon war winner with the profile changes, and that's not a bad thing. being in 1/3 matches is pretty good for a non required (like an AT gun for example) support weapon.
Idk. The tools are there to allow the usf player the flexibility to focus on quick teching or beefing up rifles and to me that's a good thing
Practically half n half. 42 games against OH and 51 against OKW.
Reminder that we were talking about early game mortar useage. ONLY 7 games from the total 93, saw it use early on as either a 4th or 5th unit.
USF struggles against OKW till the LT/Cpt unit arrives. Then it's depends on how fast each side can field a LV and how much they can get out of it. USF is not pulling ahead early on against OKW, because Volks can hold pretty well by building sandbags while capping and the initial advantage they have with the initial mp + SP vs RET + Rifle. You have much better overall capping and presence/mobility with Kubel and/or you are gonna have more units on the field than Rifles on intervals of 20/30s.
Reminder that while UKF is crap on 1v1 atm, USF also did poorly during the tournament with a sub 40% WR.
Some brainstorming idea:
USF:
-Grenades cost -25mp -5f
-Officers (LT + Cpt) cost each -100mp but they only arrive with 1 model (the officer). At 1 model, they gain a "reverse" merge ability. They can absorb any Rifle squad, no xp is saved in the process. If at 5 models, they can be momentarily at 6 models till 1 of them dies.
This achieves several goals.
1- Reduces the power spike the moment the officer arrives on the field. You would had to spend mp + time to reinforce to 5 models.
2- You can ditch the unit (a single model) if you don't need it. You can reduce the amount of Rifles you have, opening space for other call in infantry units.
3- Getting both LT + Cpt is more accessible.
4- Cpt at 1 model means it can be used for supervise effectively, without wasting popcap in the base.
5- Officers should get both grenades types unlocked.
When you reduce the powerspike of the "free officer", you open up space for buffing other aspects of the faction which might lead to space for nerfs in other factions as well.