General Information
Youtube: https://www.youtube.com/channel/UCJT-oswDRyOrhrVghT-6ZRw
Steam: 76561198157193379
Nationality: United States
Game Name: Snaek
Point here is, USF is super vulnerable to early LVs, bazooka squad is garbage,
I disagree on the bazooka squad. I think people sleep on it.
I've taken into consideration your suggestions, and I think I've got a much better build now thanks to you.
Here it is:
T1> Rifle> Mortar> [Scout Recon Upgrade]
Now, the build goes three ways from here, depending on the situation on the field. Really they're just different permutations of the same units based on what you're fighting;
First off, start building a rifleman, but be prepared to cancel it
You must use the scout squad's extra sight to see who the enemy is and what he's fielding.
If DAK, and you see a motorcycle, OR your enemy is Wehr, AND NOT building fallschirmpios, then:
Rifleman> ISC> T2> Bazooka
If DAK, and you see a 250, then:
cancel Rifleman> T2> Bazooka> Rifleman> ISC
If Wehr fallschirmpios, then:
Rifleman> Rifleman> ISC> T2> Bazooka>
M3 [DO NOT UPGRADE! see spoiler]>
Grenades> Rifle (if you do not already have 3) > T3> Greyhound>
After the Greyhound hits the field, pull back the M3. It's not going to be a combat unit from this point forward.
[M3 - Ambulance Upgrade]> BARs (DO NOT GET DOUBLE BARS YET!) > Engineer> Muni Surplus (see spoiler) > [Double BARs for all riflemen]> Demolitions Package (ditto) >
After this it's really a matter of playing to what's on the field. If you're really behind on fuel, an AT gun is probably a good idea. If not, another rifleman squad can help (another 30 muni saved). If you see guastatori, you need a sniper at some point so you can drop models off them at range.
But you really won't want to be spending any extra fuel until the hellcat. I'm debating whether or not it's a good idea to go for Advanced Logistics before the hellcat, but I'm not sure. On one hand, 25% cheaper reinforcements. On the other, getting rushed by axis tanks.
After the first hellcat, however, I think it's safe to get Advanced Logistics, and probably warranted by this point. If you're REALLY REALLY hurting bad against axis tanks, then another Hellcat might have to come first.
Survival Upgrade is the last thing you want to upgrade. 10 HP per model isn't going to make the riflemen INSANELY more tanky, but it helps late game.
I've made a new version, with handtweaked colors, trying to improve the grayscale issue the game has. Imo, it's the best looking one yet. Here's a comparison screenshot between pre-alpha, release and with reshade:
Shows how far off this still is from greatness, but yet the end result is pleasant to look at.
I've disabled the bloom, AA and vignette effects. It's just color grading effects and a mild amount of sharpening now. Configured with in-game brightness being set to 50%.
why does Pre-Alpha look ten million times better than release?
But its not a good idea to play USF without commander, because its basically dictates how you want to play.
That's the whole idea. If I can play proficiently with the base units, then I can use the doctrinal units to change things up when I get bored. Plus I think it helps me improve my micro.
Then the goal is to get Hellcats once you have the fuel for it. Most likely another AT gun needs to fit somewhere in between Upgrade Rifles and BARs. After the first or second AT gun is a good time to get the Advanced Logistics upgrade I think.
Same thing as before, the goal is to get Hellcats once you have the fuel for it. Another Bazooka squad would probably be necessary. After the first Hellcat, get the Advanced Logistics upgrade I think.
P.S. - I personally always get the Captain "Off-Map Barrage" ability to help displacing MGs.
I think that removing a bazooka squad and adding a rifleman and AT gun somewhere might be better, but I promise that I was floating veeery little manpower all game, and I was trying to keep losses to a minimum.
I decided to come back to CoH 3 with a new goal in mind: attempt to play proficiently at the factions I like to play (DAK and US), without "crutching" on doctrinal infantry. I had a somewhat easy time as DAK, once some people gave me a few pointers, but US was a bit of a different story. Infantry Support Center was something that I could never get to work in 4v4 during the multiplayer beta, and so I wanted to see what I could do to make it work.
Let's be upfront about this:
It's difficult to play. It's not very aggressive until mid-late game, and it doesn't abuse the chaffee like everyone else is doing currently (it's included in the build, but the army composition doesn't revolve around them. Therefore, I think it's safe to classify this build as OFF META. ooo spooky
Additionally, I'm still working on it. Trying to see if I should fit in a riflemen here or there, but I did a pretty good job sticking to tight timing on my tech.
Feel free to leave a reply with your opinion on the build. I am always looking to improve my gameplay, and, as they say: two heads are better than one.