Wanted to answer to previous post, but after the last one dont see reason to.
And here, to come back to Path, USF tech is more expensive but you're not gaining anything from it, there isn't a momentum provided, the M20 has an extremely short windows of opportunity and even if you want to rush it, you must sacrifice map presence with one RM less and BAR come way after LMG upgrades because you must pay additional fuel to get them.
You've been provided with numbers of how much everything cost, USF tech is not expensive, its one of the cheepest. Yet, even with blank numbers of MP\Fuel costs, you still saying USF tech is more expensive. Like wtf dude.
Also can you explain to me, how this satanic black magic works, that 150MP 15Fuel raks cost more then, 180MP 50Fuel for ostheer T1+BF1?
You can agrue, that "Well, what about USF tech unlock", sure thing, 350MP 50Fuel + 1 unit, and you dont need to unlock mech company\platoon super early anyway, if you want to get your bars at the same time with LMGs. |
Aren't we on a topic complaining about how everyone use Path to avoid riflemen? But you nailed it, they are on pair with other faction which is the problem since riflemen must have an edge to function. investing on nades and raks should make them superior, not on pair.
Are Tommies bluntly superior to everything with bolster+2x brens? No they arent, they are very strong but they arent superior. In early game they can be punished just as bad as rifles if you didn't play it right, thats why whole UKF early game is handled by UC\rec.team call in, yet, its still completely possible to play full inf sections openings, its just harder.
x2 Bar rifles are perform perfectly fine at close\mid range, which sometimes could be the problem on open maps, but as I said you have m1919 for this situations, and inf company to cover almost every single USF weak spot in teamgames, with an exception of MG\AT gun choice.
Now you can disagree if you want and continue to wonder why nodoby use them and spam Pathfinders.
Because they want to play USF, without wanting to accept how faction works and how its supposed to be played, therefore relying on cheesing, the same way Ostheer heroes abused pre-nerfed 5-men squads, with the exact same fucking argument that "Grenadiers suck ass, because reason X makes 4 men squads non-viable, therefor the only way to play ostheer is 5 men squads".
In other words, its just the easiest way to play USF right now and the hardest one for enemy to counter, plain and simple. |
Side tech aren't gate, they were optional at the beginning and now mandatory. And this is because they are mandatory that the USF design as a whole is broken today.
Why its broken? USF literally is on pair with any other faction if they invest into either nades or raks, with the total amount of resources spent. Hell, even if they invest into raks+nades, they will be like 15 fuel and 50 MP behind which is less then 15 seconds of income.
The only questionable part is that you have to retreat to the base in order to upgrade your inf, which is not a problem in 1v1\2v2 but its frustrating in 3v3\4v4. Without side grades, USF has second cheapest teching in the game, thats why side grades are mandatory. Getting USF sidegrades arent putting you in any resource disadvantage what so ever, against OKW\Ost.
The only single valid concern about USF is that they have to chose to have either MG or AT gun, both of which are kinda needed sometimes. Other then that airborn is just used for cheesing USF tech tree, abusing idiotic "snipe mechanic" and rushing scotts because of the saved resources, plain and simple. Abusing the fact that faction costs\tech were balanced with side tech in mind, and airborn is allowing you to just ignore it.
And, no offence, but arguments about "rifle performance", sidegrades and why not, which ppl bring here in defence of Airborn meta are utter bullshit.
USF literally has infantry company, which allow you to skip weapon rak in favor of nades\skip, makes rifleman be actually good on open maps and trade well with Axis inf at ranges, allow USF to have mines, allow USF to have proper cover, allow USF to have proper mortar and artillery. Covers almost every single point why usf is on "life support" and the weakest faction.
YET for some reason every one abuses Scottfinder meta, wonder why. |
Now the problem begin, without side tech (weapon rack, nade, snare, boster...}. Alies mainline inf lost their power overtime. Now we back to same problems everytime in 2v2 match:
- Has to stick in cover > less agressive attack meaning you give Axis a room to breath.
- Has to depend on LV, support weapon > easily zoned out by axis superior weapon team.
- has to take more bleed and spend more mirco than enemies (which is cause more stress and less pay attention].
Logically, Everyone will spam long range inf because why not do the same as axis. Not to mention a fucking combo: OST Jeager armor + OKW Overwatch just straight OP.
Its been told for ages, yet, people still bring this augment, that allies "side grades" put them into a disadvantage, despite them, while being optional, are still essential. Guess what, USF\UKF are supposed to be inferior to Axis without side grades and they are supposed to be teched up.
Allies "side grades" are not side grades, but artificial way to delay Allies teching. Simple math here, to unlock tanks:
USF: 170 fuel + 10 for heal
UKF: 145 fuel
OKW: 190 Fuel (Med+T3), 195 (Mech+T3)
Ostheer: 175 Fuel (T1+T2+T3), 165 (T2+T3), 210 (T1...T4), 200 (T2...T4)
Soviet: 190 (T1+T3+T4), 195 (T2+T3+T4)
After that if you add up cost of the first medium tank, you end up with:
USF: 290 Fuel (add rak 305 fuel)
UKF: 255 Fuel (add bolster + raks 300 fuel)
Ostheer 295 fuel (with skips 285 fuel)
Soviet 280 Fuel/ 285 fuel ( 295\300 with nades)
OKW: 330 Fuel (with medic skip 320 fuel, with Mech 335 fuel)
Now, fastest faction to get tanks is Ostheer as it is, unless they invest into T4.
MP vise:
UKF: 460MP ( 710 with raks+bolster)
USF: 490MP ( 890 raks+heal)
Ostheer: with different paths + heal ~ 900-1000MP
Soviet: 640 (990 nades+meds)
OKW: 640 (full med + T3)
And MP vise OKW has advantage.
After that we can also, start counting early LVs, different builds and why not, but imo this would be more or less irrelevant since over-all picture would be the same.
Long story short: Allies upgrades are not optional, they are part of your tech, which you can just chose when to unlock. |
While, consern is kinda legit. Thread was probably created because Penals was beaten by Jaegers, since comparing Jaegers to Penals is completely retarded. |
Sure, make them droppable only in base sector and not literally anywhere you need it, avoiding build and getting it to the frontline delay, later to be picked up immediately and be reinforced by earliest in the game forward reinforcement unit. Then it wont be a problem that available early. |
elite infantry and almost all of them have snares,
Name 1 Axis elite inf, which has snares, besides Jaeger command squad, please |
I consider FFs to be the best TDs in the game.
Stat wise, best TD in the game is Jackson, followed by SU85 if you get them to vet 3. Firefly is actually the weakest on vet3.
Both Jackson and SU85 get insane penetration buffs, while firefly dont. On top of that vet 3 firefly takes 12 seconds to deal 480 damage (2 hits), SU-85 takes ~12 seconds to deal 480 damage (3 hits) and Jackson can deal 4 hits in 12 seconds.
Basically Fireflies are only good at alpha striking, after that they are objectively the weakest ones. |
Only Relic Mod Team could conceive of giving a unit ridiculous vision and have them actually have some offensive ability. Then put that unit in the faction that has Scotts that can erase your inf from a million meters away and are much more accurate with said path vision. And can eat a couple of shots before exploding so tank dives are almost useless.
Fixed it for you.
Relic Path and Relic Scott has nothing to with their state atm. Well, you could always say that Relic made those units in the first place, therefore its only relic to blame. |
Command P4 pretty much makes your armor is less vulnerable to AT guns\Units. Pretty much all your medium tanks become 5 hits instead of 4 hits.
On top of that command P4 buffs all units, including the ones from your teammates, while command vehicles buffs either only yours or UKF units (cant remember it).
Plus P4 comes with a bunch of commanders and you can really cheese it out with different combinations, like spotting scope, buffing super heaves, panzer tactician or hull down.
Over-all command P4 is a meh unit on its own and provides less strate forward buffs, unlike command vehicle. And more importantly its orientated more on buffing multiple tanks rather inf. |