No nerfs to Panzergrens despite their early arrival and overpreformance, no nerfs to panzerschreks.
No nerfs or changes to HMG42, despite it being the most powerful starting unit in the game by a wide margin.
No changes to early Panzer 4 rush even though it's a better tank than the equivalent of any of the allied factions.
So I guess we're still going with the ez mode crutch faction theme of Ostheer. Well, okay then. |
Jackson is fine. Easy8 needs buffing but that's obviously not in this patch. Rifle company does not need M1919. It needs a rework but again, not in this patch.
Rear echelons are cheap as it is and can carry 2x zooks for late game scaring away Non-heavy tanks. The reinforce reduction is welcome.
Agreed with the Pershing. Let's say the Pershing is normalized to one: so ROF is 1, survivability is 1, penetration is 1, agility is 1... etc. If tank X has slightly lower ROF then it's got a ROF value 0.75 and if the ROF is slightly better then it's 1.25 .... (increments of 0.25) etc.
Tiger compared to Pershing:
ROF: 1.5
Survivability: 1.5
Agility: 0.75
Ability: 1.5
AI power: 1 (MGs and abilities enhance this from 0.75)
AI one shot potential: 0.75
AT power: 1.25 (going against lower armoured vehicles and better ROF improve that from 1)
Accuracy: 0.75
From my point of view, Tiger, which is comparable to pershing in terms of cost (except that it's 2 measly pop cap higher), has much better stats and trade offs compared to Pershing. If anyone says "but Pershing has better AI". True, it does. But it does not have better AI by a factor 2 or 3, but by some couple of percent. Pershing's AI is 10% or so better than Tiger which does not justify having worse pretty much all aspects except for agility. Combined arms with a Tiger will always win vs combined arms with Pershing. Especially if you manage to keep rifles alive so that the population cap is the problem (if you go for pak howis and ATGs, which are poor vs Tiger unless you have the munitions, or rangers).
Calliope nerf is also warranted. Pak howi... I don't know. Whereaboos screeched about it being OP but it's useless vs non-static opponents and super useless vs any "catch out of position" plays, which induces bleed. Don't know why you would nerf the near and mid distance by 50%. That's a lot. That's a big nerf. Blobs alert kind of nerf I think, time will tell.
This is the biggest WTF:
People screeched and compared the Scott to Brummbar, and the balance team gave in it seems. Which potential does M8 have? Pretty much every game I have played with USF, I always went for double Scott since only one is useless against anything but the biggest 6+ squad blobs. And since it won't fire over obstacles unless you direct it with ground fire..... It needs sight to autofire, so I don't quite see how scott was in any way overperforming for this kind of nerf.
The fact that scott is really micro intensive because of that autofire thing, how did it exactly deserve a nerf?
How does an arty vehicle, which, if behind any sort of sight blocker, is given a command to attack a squad, will not attack the squad but instead try to get as close as possible and then attack, deserve a nerf? You nerf the autofire by a huge margin, especially with that Panther range and buff barrage by a insignificant margin. So now, Scott sits in base until it can barrage with it's low damage shells that are only good vs heavy campers.
Sturm, can you explain the reasoning behind that Scott nerf? Right now it's nothing but a glorified smoke dispenser.
Yeah I read through the changes and I'm surpised they want to go after the M8 Scott. That's a unit I rarely use and good giref it's not THAT potent, it's a very thin skinned vehicle that is easily countered with any AT.
They want to nerf the .50 cal? WTF why? It's already one of the most expensive MGs and it's not nearly as good as one shall-not-nammed MG that is non-doctrinal T0 that NEVER gets any nerfs.
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I'd like to see an accross the board pop count reduction on all stock medium and heavy armor by 1 or 2 accross the board. Panthers and Churchills should not be 19 pop that is absurd. They should be 17. Jacksons and Fireflies should be 15. Shermans and standard P4s can stay 12.
Pershing and Tiger 1 should be 18. IS2 19. |
USF is generally in a good spot I don't have much to ask for myself except for the following:
- Would like to see the Jackson get it's armor back, if not then at least lower its fuel cost back down to 140 fuel.
- Give the Easy 8 WP rounds, and Rifle Company M1919, would be nice.
- Maybe lower the cost slightly of a few overpriced units, namely Assault Engineers, Pathfinders, Rear Echeleons.
- If they only make one change for USF though, that should be to fix the Pershing. It's a terrible heavy tank that doesn't do anything well. This is really the most important change they should make to USF IMHO. |
Will they fix the issue in chat when you tell your opponent to "f**k off" it no longer spells out "garden off"? |
The unit arrives way too early, pretty much negates the idea that Allies have better "mainline" infantry. It should go back to the building with the AT gun. |
What are these supposed weaknesses?
Well they probably have the worst armor suite in the game, atleast doctrinally. Their most of their crewed weapons are vastly inferior to what everyone else has, their non-doc armor isn't really THAT great either. |
Meanwhile MG34 cries in the corner lol
That MG is no worse than any other non-doc MG. Actually it's probably the second best after the MG42. |
Ignoring the parts about balance, I meant using one Rear Echelon and one Rifleman squad, or one Rifleman and one Officer squad. Or one mortar and one Rifleman squad. Two units.
You still don't catch a break with that because you have to side tech for smoke. |
Also, you shouldn't really be advancing with a single squad. Even if the smoking squad is suppressed there should be a second squad available to go through the smoke.
So you're supposed to automatically have three units to micro manage in order to counter some guy's single unit that he got to buy T0 right off the bat. Let's see, you are USF, and in order to counter and clear out a single 260 MP unit you need two rifle sqauds for 280 MP each plus your 240 MP mortar to smoke it. Oh and you're supposed to hope and pray there isn't a second MG or supporting units around to brush off your attack.
The excuses people make for the most OP unit in the game are hilarious.
The fact of the matter is the damn thing is too cheap, comes too early, supresses too fast, has too wide a firing arc, too long a range and destroys light vehicles all too well and it's setup time isn't THAT slow, it doesn't have a death loop and if you ask me it's crew seem to be significantly more durable than that of other MGs.
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