Problem with the stuart is very lackluster AI performance, but also not that great AT capability. In terms of anti-tank, it is better than the T-70, but realistically can only engage the exact same units as the T70 and expect to win (halftracks, scout cars, luchs, rocket artillery).
I wouldn't want to buff the Stuart's AI, in case it makes USF midgame too oppressive, but maybe a pen buff to make it more consistent against medium tanks (which the Stuart should be able to support in attacks against like the AEC).
Profile of comm_ash
Game Name: comm_ash ★
Game Name: comm_ash ★
Post History of comm_ash
Thread: USF and MP bleed9 Sep 2021, 16:28 PM
Thread: Why are snipers getting nerfed?7 Sep 2021, 14:36 PM
Snipers need to be reworked from a design perspective. I like the idea of a unit that outranges weapon teams and attacks them from a distance, but can be pushed off easily...
Oh wait, a mortar already fulfils that role.
So, instead of being a long range kiting damage dealer, IMO snipers should be turned into recon first units. This way, they would fulfil a valuable role in game, which is not really represented by any of the core units (Infantry Recon/ Stealth Recon).
How to do this? Well, I would make Snipers small squad size (2 to 4-man) Recon teams, with a paid ability that allows them to snipe a specific model, with a cooldown (This ability could also provide a burst of suppression or a short stun). These recon teams should get moving cloak, and have access to other abilities that synergize with them being used for recon (IE flares or maybe radio beacons). They will be able to fight, but should have DPS curves tailored for longer range combat (or at least different ranges than the owning faction's mainline infantry).
With these changes, snipers become far less frustrating to fight, far more consistent to use, and fulfil a new, unique role in every army's core composition. In addition, there will be plenty of space to differentiate these Recon teams for each faction asymmetrically.
I know this likely won't happen in COH2, but I hope something like this happens in COH3.
Thread: USF and MP bleed7 Sep 2021, 14:24 PM
7 Sep 2021, 13:21 PMMittens
With all the recent USF threads popping up recently and the fact this has gone on for 6 pages makes me feel like its evident that USF MP bleed is real or at the very least in need of some tech adjustments.
I don't want it to be a free unlock, if adopted. I always liked the idea of side techs, as they add strategic depth. In addition, the rifle manpower issue only really shows up far lategame IMO. I would put it behind a side-tech in the HQ, which can be purchased at either Major tier or all 3 officer unlocks. We don't want US getting another powerspike so quickly, after their strong midgame.
Thread: Anti spam with USF6 Sep 2021, 23:20 PM
6 Sep 2021, 14:07 PMpornoke
Hi to everyone!
Calliope and 30 muni mines are your best bet as USF against blobs. Scotts can work, but you need at least two, and a lot of time to whittle down the blob.
In: Strategy Desk
Thread: Soviet AT Over Watch is too strong.6 Sep 2021, 23:08 PM
I really don't see an issue with this ability, as long as axis winrates are so stupidly high in teamgames. The reason allies have to rely on stupid abilities like this is because of the underdog position they find themselves in lategame (except Brits).
Besides, I would look into nerfing zeroing artillery and the Ostheer one that targets all defensive points if I am going to nerf ATO, since they all work off similar concepts. Assuming of course the reason to nerf such abilities is because they are uncounterable beyond moving out of an area, instead of because someone lost their heavy tonk to it.
Thread: USF and MP bleed4 Sep 2021, 20:50 PM
4 Sep 2021, 15:51 PMFelixTHM
I understand that losing vetted squads lategame sucks, but what I am trying to convey is that no faction is as completely crippled by it as USF lategame. Losing a volks squad lategame is room for either another elite squad or something else, since the bulk of OKW lategame is carried by supporting units. UKF and Ostheer work similarly, while Soviets can far more easily replace loses thanks to the way the 7-man upgrade works. None of these factions relies as heavily on its mainlines as USF (and that is by design).
But I agree that no extra models should be added. I only think a reinforcement cost decrease is needed, or conversely maybe a logistics upgrade that reduces manpower upkeep (though not as much as was given in COH1).
Thread: USF and MP bleed4 Sep 2021, 05:45 AM
4 Sep 2021, 03:38 AMthedarkarmadillo
Lol, it seems I have touched a nerve. I'm not even going to bother responding to the ad hominum attacks about not having played the game. The reason I brought up losing rifles is because other armies don't get hurt nearly as much by having a unit wiped lategame as USF with its rifles. I feel like you kinda agreed with said point by talking about how much US is reliant on rifles. I have no issue with rifles being an important core of the faction.
The point is USF struggles with MP bleed lategame, and this was a suggested fix. If you have another fix, please go ahead and state so, otherwise just say you don't think any changes are necessary. In my opinion at least, the reason USF got upkeep reduction upgrades in COH1 are specifically to fix this issue with an army reliant on a single unit type in lategame, and that such a help may be necessary in COH2.
Thread: USF and MP bleed4 Sep 2021, 01:36 AM
3 Sep 2021, 23:01 PMthedarkarmadillo
It would be a nice idea, if USF lategame AI didn't keep getting nerfed when it is working right. I just watched a match with VonIvan and Sib, and they just struggled against lategame OKW. BAR rifles with vet 3 are fine in lategame, but as soon as you start losing them, it is GG if you don't have something doctrinal to save your ass, because USF stock lategame anti-infantry is either bad or very fragile.
As is, you basically go for calliopes or suffer. I would love a game where I didn't need to rely on rifles. I have advocated for other changes to US units to help them in this area. But if nothing else is done, then rifles do need something to help with the lategame bleed.
The same issue was occuring to grenadiers despite Wehr having the tools needed to deal with infantry lategame, so they received a similar buff to help them scale and not bleed out the user. Or do you think that was unnecessary as well?
Thread: USF and MP bleed2 Sep 2021, 23:26 PM
Without access to stock lategame anti-elite infantry/ anti-blob, USF rifles just die. Its somewhat alright if you keep your vet 3 squads alive, but if you lose a single one and have to rebuild it, you lose. USF lategame AT is mostly fine with the Jackson, but something needs to be done about lategame AI now that the Scott got nerfed. Shermans are nice, but unviable against lategame OKW especially.
I personally don't think a "logistics" upgrade that makes rifles a bit more cost efficient lategame would be a terrible idea. Maybe lock it behind all the other USF techs (IE all 3 officers + the two side techs.)
Thread: [Relic][Devblog] US Forces Overview1 Sep 2021, 19:26 PM
I personally thought Soviet Sniper teams (after sprint nerf) were the peak of sniper design in COH. They functioned more like regular squads in that they could bleed, and had to be more surgical in their use of the actual sniping due to low RoF. They were also less binary (dead = -360mp) and so could be balanced more easily than 360mp single entity units.
Besides snipers though, I am really worried about the chart they showed. The idea of one faction (wehrmacht) getting superior lategame infantry AND better armor AND better support weapons sounds like cancer that will make the US forces even more micro taxed than in COH2. That is not even getting to the whole other can of worms that is the concept of "Muh superior Wehrmacht" getting into the game. The economy advantage will have to be quite big to carry the US by itself lategame, and may very well cause a massive skill ceiling issue between the factions.
There should be moments where each faction has a power spike (IE early rifles for US, then first jaeger/ PGren squads for Wehr, then light vehicles USF, then first tank Wehr), but all factions should be balanced in the lategame, and each should have some advantage lategame.
In: COH3 Central
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