I definitely think there is some frustration within the USF playerbase at the moment about the the last patch and what we see coming this patch. The buffs feel like things no one really asked for while the nerfs hurt. For example, I knew the nerfs to Rifle Nades, Mechanized, and IR Paths was coming, but very few of the buffs really feel exciting or interesting, and many of them are extremely token changes to otherwise dead units. The faction is still doing well enough in 1v1 that I don't expect this course to change though, but the complete disinterest in opening up more docs for team game play is disheartening.
Current Opinions: (~10 patch games in)
RANGERS:
I increasingly like this the more I play with it. I'd love to see them get another utility option though. As elites go, they feel incredibly bland. Something like Smoke Grenades or Fire Up would help differentiate them further from Paras and Cav Rifles.
105 SHERMAN:
The other unit change I think is on the right track. The live version struggles too much to differentiate itself from the stock Sherman, and adding some indirect capabilities will help it plow through opposing AT gun walls. The barrage itself seems buggy, and I'd like to see it get further buffs from vet. (extra shells, less scatter, etc) The Cover creation has likewise always been fairly buggy, and could use some attention the way sandbags were last patch.
EASY 8:
If the goal is to make it a Comet, then this is way off the mark. Its biggest problem has always been its weak anti infantry capabilities and low Rate of Fire, and none of the proposed changes really address that. I didn't really have a problem with it at its current price point, and think either just increasing its RoF or swapping its M4A3 vet to the 76 vet would help a lot. The E8s biggest problem has always been the doc, not the unit.
GREYHOUND:
The change itself is basically pointless. Even in 1v1, a 10 minute LV is of extremely limited value. By that point in the game there is usually multiple AT weapons present on the field, so the Greyhounds ability to cause bleed and gain vet is heavily neutered. The last 5 professional level games I've watched where a Greyhound was built, it died within 1 minute of being built each time. Even if you have to go after its lethality or HP, the unit has to come out earlier to have any change of seeing real play.
CALLIOPE:
Like the 50cal before it, I'm with everyone else in wondering why this unit isn't getting a cost and CP reduction if its getting brought in line with other Rocket Arty. The minimum range increases should be done across the board for all arty imo. (or if its possible, keep the minimum range, but set a minimum scatter distance) Arty is used far too often as mini Sturmtigers rather than being used as actual artillery pieces.
PERSHING:
Honestly the easiest thing to do is just give it a self repair ability. It would be in line with USF Crews but bypass cheating out more than one at a time.
CAV RIFLES, MORTAR HALFTRACK, CANISTER SHOT:
I'll take them, but they are of minimal value. Plenty of these across all factions, so I'm not opposed to seeing munitions cost reductions to underused abilities.
IR PATHFINDER BARRAGE, RE RIFLE GRENADE, MECHANIZED DOZER:
All fine. Anyone in here surprised by these is either not playing against them or not paying attention to axis complaints about them. IR Paths gave way too little time to react, and 140 munitions for 2 dead AT guns was extremely powerful. Rifle Grenades required no input but routinely had huge payoffs. Mechanized snuck an insane amount of value into its slots and is lucky to keep the M3.
COMBINED ARMS:
There seems to be a big global push to nerf the army wide buffs. This one seems like it got hit a lot harder though. 15% accuracy for infantry and 15% reload for vehicles for 90 munitions? Things like Assault and Valiant Assault still give fire on the move and sprint, and just moved some of the accuracy into RA, Combined Arms is losing its sight and reload bonuses, while still being fairly expensive.
..and Commanders:
RIFLE COMPANY:
Since this seems to be the biggest elephant in the room, I'll start with it. This doc is actually getting a lot of buffs, (Flamer REs, Fire up, WP Barrage, E8) but none of them really address the core problem: The doc needs to bring something else to the table besides the E8. With such an incomplete stock roster, what units and abilities a doc adds to the faction is going to determine how much play it sees. Improving existing units (which is what Rifle tries to do) works far better in factions like Soviets or Ost, which have far more complete base rosters. A doctrinal slot needs to be opened up somewhere and either an impact unit or powerful ability needs to be put there for the doc to make sense. Burning 3 doc points on Rifles to give them a marginal increase in power is too much.
Of the changes made, I don't think most of them are really done right. REs still bleed hard when they close, (even with -10%RA) and with the increased vet requirements its even harder to make them feel relevant. Fire Up to CP 1 isn't really addressing the problem, a sprint alone isn't worth a doctrinal point, (see Ambush Camo) especially not at CP1 for 15 munitions and a slower max sprint speed. White Phosphorus Barrage doesn't feel like it works as intended. The smoke left behind doesn't seem to block sight the way its meant to.
If I had my choice on how to fix the doctrine, it would be to dump the flamethrower. (You can put it in Urban in place of the Rifle Grenade if the faction desperately needs it) From there I would combine Fire up and Flares into one doc point, and use the newly freed doctrinal point to add something useful. I'd propose the following:
American Logistical Train: CP: 2
* Weapon Upgrades cost 10 fewer munitions
* Weapon Rack purchases cost 10 fewer munitions
* Abilities used cost 5 fewer munitions
This would give the doctrine something unique over other docs, and take the ability spam nature of USF (and even moreso Rifle) and embrace it. Rewarding the player for making full use of their abilities and allowing them to use more. (more Sabot rounds from the M1, more grenades, more flares and sprints) It also allows Rifles to feel more powerful (faster double BARs) without actually increasing their overall power.
If thats unacceptable, then an impact unit here is also viable.
ARMOR COMPANY:
Another company that is getting a lot of discussion. 240mm Barrage remains my biggest point of contention. I'd really love to see it swapped out for something more practical. My suggestion:
Tank Commander: CP 8
* Upgradeable on the Sherman and 105 Sherman.
* 30 munitions, disables the 50cal upgrade.
* Unit gains the Mark Target and 155mm Barrages found on the WC51.
As simple as it is, it does a lot of useful things. First, it plays into the docs theme of armor, improving the docs Shermans. Second, it gives the doc more tools to fight AT gun walls, as the doc lacks quality indirect to punish support weapon setups. Third, it gives the docs M10s and Shermans more striking power during dives against heavier targets thanks to Mark Target.
Outside of that, I've really liked the idea of Assault Engineers + Pershing for a long time. If such changes aren't possible, it would be cool to see the Pershing in this doc since it has such natural synergy with the Pershing.
RECON SUPPORT:
I don't understand why Raid Tactics is untouched. The ability is terrible. Either drop it and split the airgroup into 2 parts or make it more viable.
INFANTRY COMPANY:
I think on paper this doc is fine. Everything in it is good, if unexciting. Someone somewhere mentioned swapping the Mortar Halftrack out for Heavy Cavs Rangers and then moving Cav Riflemen into Heavy Cav which left me intrigued. We'd finally have a 1919 + Rangers doc, and it would play well with the new Garands. Since the doc is largely based around team games anyway, adding elite infantry is a plus there. I do like the Mortar Halftrack, but its definitely the most expendable part of the doc.
AIRBORNE:
Why is the P-47 strike still more expensive than the JU-87 Loiter? Why does it have worse tracking as well? I don't understand why this isn't being fixed.
and finally, are we really not going to make use of the final commander portrait? There is a ton of interesting units that are only present in 1 doc, and plenty of interesting ways to combine them. |