USF what if
Posts: 469
it would make usf more fun
Posts: 110
Price 180 mp 10 fuel and ability to drop a bazooka without rak teching.
Posts: 5279
Posts: 518
It would make OST more fun
Jokes aside. Bad idea. No need for it. Soutcar ( assuming you mean the WC 51 ) is OP anyways and "making the game more fun for one side" usually means "making the game more easier for one side"
Posts: 416 | Subs: 1
I think it's too late for CoH2, though.
Posts: 4928
For historical reasons, I support a very mechanized portrayal of US Forces. I also miss the Jeep.
I think it's too late for CoH2, though.
I still firmly believe that USF should have had HQ trucks, OKW should have had Officers (German propaganda heavily emphasized the role of officers in battle), Soviets should have Vet 5 (they fought the whole damn war).
Posts: 518
I still firmly believe that USF should have had HQ trucks, OKW should have had Officers (German propaganda heavily emphasized the role of officers in battle), Soviets should have Vet 5 (they fought the whole damn war).
For historical reasons, I support a very mechanized portrayal of US Forces. I also miss the Jeep.
I think it's too late for CoH2, though.
I might be wrong, but aren't OKW and USF simply meant to represent the forces that took part during the Battle of the Bulge and not the USF / OB West in general ? ( That's also why you got paradrop as OKW )
Edit: Just remembered that USF also has Pershing ... so yea. Simply forget my words
Posts: 268
Posts: 888
I might be wrong, but aren't OKW and USF simply meant to represent the forces that took part during the Battle of the Bulge and not the USF / OB West in general ? ( That's also why you got paradrop as OKW )
Edit: Just remembered that USF also has Pershing ... so yea. Simply forget my words
I think so. That's why USF is such a garbage faction and OKW is OP by comparison.
I say include the Scout Car with the existing units. USF has by far the worst starting game of any faction, they could use a boost there.
Posts: 4183 | Subs: 4
its super idea. WC51 in T0 like kubel or UC.
If unit A has something, it doesn't mean that unit B should have it as well. This is the answer given to me by Axis fans for many comparisons. So stormioners don't have the right to get it all together.
?
Posts: 5279
I think so. That's why USF is such a garbage faction and OKW is OP by comparison.
I say include the Scout Car with the existing units. USF has by far the worst starting game of any faction, they could use a boost there.
I couldn't agree more I think step 1 though would be giving the Jackson AT LEAST as much AI as the elefant has. That will really help level out the usf late game
Posts: 888
I couldn't agree more I think step 1 though would be giving the Jackson AT LEAST as much AI as the elefant has. That will really help level out the usf late game
Actually giving it an alternate HE round to switch to would in fact be a good idea despite the obvious sarcasm.
Posts: 783
Actually giving it an alternate HE round to switch to would in fact be a good idea despite the obvious sarcasm.
As long as that HE round sucks against infantry i guess that's ok.
Posts: 4928
Posts: 1563
The purpose of the mortar is to give usf a fuel free way to dislodge/ clear garrisons as they lack a nondoc flame thrower. A car will not help in this regard
question then why don't OKW and Brit get t0 indirect arty????
Posts: 3602 | Subs: 1
question then why don't OKW and Brit get t0 indirect arty????
Cuz they are different.
The idea behind T0 mortar is that whatever tier you unlock you'll always have access to the mortar. Now if you ask me then why not making it unlock after first officer unlock, I'd reply because it was then the idea to force USF to build something else than rifle,rifle,rifle early game. Bit of failure in that way we can agree on that.
Posts: 498
What's weird for me is that on the other hand OKW doesn't have any early game smoke. But they have T0 AT gun at least... ¯\_(ツ)_/¯
Posts: 5279
question then why don't OKW and Brit get t0 indirect arty????
Because these factions have different approaches to mgs. Okw being out maneuvering and brute force as well as a rapid unlock of the flame nade. Granted I wish for sturms to get smoke nades at some point as leig only smoke is fairly restrictive for a aggressive faction.
At any rate the only early mgs okw will face early on are not exceptional at suppression like the mg42 so being able to smoke out an Mg isn't as huge a problem.
Basicly different armies face different obstacles and when rifles could be matched squad for squad with mgs and no hope of every getting through an alternative had to be provided.
Brits on the other hand have alternative ways to dig out mgs, as the vickers will out trade them and the bren allows you to out maneuver them.
I'm pretty sure that the mortar is there to provide a smoke alternative against ostheer's early game hmg play. I mean one could unlock grenades and use the RE's smoke, but that costs both fuel and muni.
What's weird for me is that on the other hand OKW doesn't have any early game smoke. But they have T0 AT gun at least... ¯\_(ツ)_/¯
Yea I'd like some more smoke for okw just for the tactical avenues it opens
Posts: 3053
Honestly though I kind of wish they did get something other than the mortar. The mortar just feels so out of place and pack howie is just miles better.
Posts: 3113 | Subs: 2
question then why don't OKW and Brit get t0 indirect arty????
Basically what other people said. I'd add though that Brits have the WASP if needed and get a quick T1 base arty as well.
OKW on the other hand does only face early MGs when playing against Brits. SOV and USF need some time to tech if the even chose that tech path (also the Maxim is real shite at suppression, I've had it more than once that Volks crawl across open field to throw a incendiary into my building), so at least against those factions an early mortar is not a must have.
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