I recommend not playing usf until they are in a better place
Its tough but I still play purely USF. Some games its a complete shutout with kubals and LMG Gren blobs followed by a Tiger Ace, other games net me satisfying wins vs OKWs and OSTs. I have some how mange to stay up there on the ladder.
I have no idea why this minimum range exists. To encourage axis player to shove rifles around with their light vehicle? Seems pretty dumb. I wish rifle nade had longer range to compensate but whatever.
I agree remove the minimal range requirement and boost the range or something? Right now its a grab bag.
One way to change it would also to be removing it as a vet 1 ability for rifles and allowing it to be researched much like the cons AT nade. Replacing something else for vet 1 for rifles with another perk or vet bonus to improve their scaling into the late game or increasing their mid to late game performance.
Allowing it to be research as a global upgrade for rifles would help deal with the kubal in the early game allowing a successful flank followed by a vehicle snare device to end a kubal. Along with helping USF players who go T1 to have some type of reliable AT.
For me right now the I am forced into getting a M20, kill the kubal and try reclaim the initiative. However a smart OKW will of gone for a Puma and that thing will be out on the field in a minute or so after I field the M20. Most of the games I am stuck with playing hide and seek with my M20 and a puma trying to get it to hit some mines or get snared by my crappy rifle AT nades and tech to CPT to get out an AT gun to give me reliable AT and then begin my push on the OKW. I actually end up teching all 3 Tiers during my games now...... T1 for the M20 to fight off the kubal and get the map back, T2 for AT, and T3 for a Jackson or Sherman depending on what the OKW/OST does. Arty is handled by using the infantry company and calling in a Mortar HT after I get an AT gun and later on a priest.
gimme mah sticky bombs back
I do miss those heat seeking sock bombs.