pio mg mg bp1 t2 building (the one with 222) pzgrens 222 brings 222 at most at 5 minute mark, which gives you at least 4 minutes to rape cuckfinders.
Then again A.) Player can notice you didn't tech t1 (no grens) and intuit an LV rush, teching weapon racks and getting bazookas
or B.) At any time during these "4 minutes to rape cuckfinders" the USF player can tech racks and make your 222 nearly worthless. |
You'd open with rear echelons, give them BARs, and wait for the major to give them M1919s? I mean, in theory, sure. But I doubt any USF player would survive playing with REs for 15 minutes to have the later game M1919 volley fire.
M1919 unlocking after the Major is not a bad idea overall. I highly doubt there would be balance issues. But alas, unless a miracle happens, there won't be further updates.
No, no. Just play with Riflemen as normal. Maybe give RE just one zook until major, then give them the lmg. Use them to support/defend on flanks perhaps, once they aren't needed to fend off LVs any more. With an M1919 they can stop any unit from closing the distance with Volley Fire.
Not some kind of mainline infantry replacement, but a true support/ defense unit. |
I have played almost every single RTS game starting with the original Command and Conquer. One of the things that Company of Heroes 1/2 does well compared to other RTS games is that you become emotionally invested in your Units due to the Veterancy system. In Starcraft if I lost a Protoss Zealot, Zergling or whatever unit it didn't really matter as it was just resources that I could easily replace.
I bring this up because the officers being "free" as part of your tech basically make these units the same as that Starcraft Zealot or Zergling. I don't really care if they die since they were free and they gain Vet much faster than Riflemen so losing them doesn't have that same emotional impact as it does when losing a Vet Rifle Squad does.
This is one of the things about USF that I dislike the most and would like to see changed. I agree with you that LT/Captain should be made into support units. They should be vital to USF and not just a Rifleman clone without a soul that you do not care about.
Losing "free" Officer Squads and having to pay for them would be a fair trade if it meant USF had easier access to HMG/AT Gun and making the LT/Captain have some useful abilities built in since you would be paying for them instead of getting them free.
Assuming No New Abilities (Even though it would be easy to make new abilities)
Infantry Company
The M191A6 LMG Replaced with Advanced Infantry Equipment
(which gives Riflemen Flares and Rear Echelon Flamethrowers) Thematically it would work
Tactical Support Company
The M191A6 LMG Replaced with Rifleman Field Defenses
Same as above from a Thematic point it would make sense if you could drop mines/make sandbags as part of the "Support" or "Tactical" theme going on with the commander.
Both of these would fit these commanders well without changing too much.
Incredibly based. RET flamethrowers are a blessing upon the faction.
EDIT: I would also like to add that LMGs unlocking with major is a great idea not only because it gives USF some nice late game power, but also because also it's a risk/reward, being that in order to outfit vetted riflemen with LMGs, you'll have to hold off on giving them double BARs.
However, one unforeseen consequence of this might be RETs synergy with M1919s and Volley Fire. Oft unused, in my opinion it's only overlooked because it's restricted to two less than meta commanders. With good micro and positioning RETs can 1v1 any unit. Being introduced into stock might make it a combo that should be "looked", to borrow another's words. |
Yes, he tried the tactic, and came to the same conclusion with us, that what it gain is not anything game wining. And it also NOT unbeatable.
Of course, you ignore that part.
i have played this strategy a long while ago while playing UKF and several times at that, I probably have more experience on it than you do
sorry but even the person that "tried" has told you its not op, i think that basically means that you should finally shut the fuck up about it
christ
Combo status: Looked
Thread status: Over |
If you expect that riflemen should straight up walk to grenadier and beat them you are simply expecting too much.
What exactly should would the point be of even building grenadiers if enemy mainlines infatry could simply waltz to them take not casualties and straight up beat them?
That was the whole point of giving OST strong support weapons? To support grenadiers and keep enemies off of them? We aren't forgrtting that the whole design philosophy of OST was strong support weapons and weaker infantry, right?
If you excel at close range, and lose at long, and most every engagement begins at long range, you're kind of at a disadvantage. |
yes but it has be shown USF have good winrates. maybe it drops a bit with some path nerf, but that is open to see...my preference is rebalance of their early-mid strengths to allow axis some room to counter in 2v2.
I don't care about their winrates, I care about how mind-numbingly boring it is to play USF in anything other than a sweaty 1v1 setting. Sure, they have multiple viable commanders in 1v1, but in 4v4? Not so much. |
as an alliedcuck, I've pissed my pants crying about how incredibly boring and unfun it is to play USF. If you could nerf pathfinders and then, like, I don't know, make the faction not suck ten metric tons of sewage sludge through I.V. tubing that would be absolutely fantastic! |
I don't think anyone here is really trying to de-rail your thread. I think many people here just simply disagree with the view that its an issue, myself included.
Well he still doesn't even know what he wants, asking people to have the combo "looked", then when people don't agree with him it's apparently not enough. |
No we are not.
Then you need to update your OP with what exactly you want, instead of asking for them to be "looked", which I am sure anyone in this thread will agree has already occurred. |
...and could use HQ Transfer order remove Vehicle crews out from battlefield.
I didn't really understand your entire post but this is a very good idea. It's pretty silly that someone who properly micros a tank to save the vetted crew gets penalized in turn by being forced to have a unit that eats up pop and can basically only cap and repair crits. |