I think machine guns are a bit too prone to dying on the retreat thanks to the 25% accuracy modifier, but otherwise it's okay.
Yeah when they swapped the .50 cals 25% bonus accuracy for 25% increased accuracy recieved, the unit suddenly became made of paper. It never felt all that overpowered before and nobody was really complaining about it, now it's kinda... eh. |
White phospherous barrage is kind of interesting. It's very cheap (130mun) but it seems like the incendiary effect cannot kill units. It often gets them down to 1hp and stops doing damage, even while it's doing damage to other units next to them. If you actually drop it on already critically wounded models, they seem to die during the barrage, but not from the incend damage of the smoke. I think it's the only ability in the game like that. |
I'm currently 274 on USF 1v1, didn't notice any change since patch. Faced down a tiger ace last game and won actually, 50 minute nail biting match |
I hear Jagdtiger has pretty sick penetration |
Am I crazy or do you get way more fuel than you ever did in CoH1? I tihnk it's something to do with the caches and strat points providing fuel. |
That's the burden of the USF.
What you lack at micro in the early and mid game you have to compensate in the end game.
Not so easy to pull off in team games against equivalently skilled players - games drag longer and its easier to stall until late. Ergo USF is stronger in 1v1 than it is in 2v2 and higher. |
You *do* have the tools you need to counter heavy armor, but there's an asymmetry in the amount of skill you need to micro it effectively and what they need to roll in, bust some skulls and then reverse out to repair. Unless you can stand up and force them back, you're probably going to lose a tank or two trying to repel a late game Axis armored push - which means you'll be even weaker the next time they come in. You'll need to practice kiting with the Jacksons to get the best use out of them, but I feel like there is so little margin for error with them. Learning when it's OK to take some losses to secure the destruction of an enemy heavy is something you can only learn through practice yourself. As general advice I would say that you should make sure you're using your abilities to their fullest, it's easy to forget about Sherman smoke dispensers or HVAP rounds in the heat of battle, but they might be what you need to turn the tide. Vet 1 AT guns get APDS rounds too. |
Vehicle Crews do not need utility in combat, because they are free with vehicles. You can upgrade them with thompsons if you want to make them perform better but it's a waste in almost every case. I agree assault engineers are not worth their cost. Not sure how to fix those though. |
Germans are always more popular in WWII strategy games. WWII fans are often German enthusiasts, not in the sense that they support the bad things they did, but they think there is a certain "coolness" about all the German tanks, aircraft, and their military accomplishment. They're sort of underdogs in WW2.
I'm not sure how Soviets hold up lategame but USF has a *very* low margin for error. All the stock units are fragile and a single mistake will often lead to their destruction. You "only" lose 110-135 fuel, yet it is much more likely for you to use this compared to a German using a Tiger or Panther in comparable circumstances. Tank battles where you're using 4 vehicles, all of which are fragile, are extremely micro intensive and small bugs like the Jacksons charging headlong into the thing you tell it to attack instead of kiting it at max range will often result in the death of that tank. |
I think it must have been there for ages since nobody noticed a sudden performance increase. It didn't seem all that tough and while it did good damage, I thought that was because it was a .50 cal! It's more expensive than most MGs from memory. |