Removing the T0 mortar would may actually force them to unlock it.
And give back smoke to rifles?
Thread: USF Tech Changes Mod Changelog18 Nov 2018, 14:15 PM
And give back smoke to rifles? In: Lobby |
Thread: USF Tech Changes Mod Changelog17 Nov 2018, 12:01 PM
At the moment, when USF first officer hit the field, Ostheer have more squads on the BF. I don't think the officer will arrive before Ostheer 4th gren in a 3xRM BO. If he hits the field sooner than that, that's mean there is one riflemen squad less, or 2xRE + 2xRM or 1xRE + 2xRM. What is going to make the matchup Ostheer / USF more dynamic is the grenade fuel reduction cost + Lieutenant fuel reduction cost. I also proposed different changes for USF but it seems Relic wants to keep free officers and bi-direction teching, fair enough if it works! In: Lobby |
Thread: USF Tech Changes Mod Changelog16 Nov 2018, 23:03 PM
Stuart now comes 10F cheaper. 50cal and M1 are great support teams now easily accessed. Riflemen are not being changed. ATG is 40 fuel cheaper if you decide to go Lt and there potentially one less riflemen squad to be build. Everything else is pretty much equal. Now I agree since Lvs are so terrible there isn't much appealing to unlock them but it isn't going to make USF any stronger than it is now. If USF doesn't have Lvs they're more subject to bleed. I mean the only power spike change is the Lt/Cpt hitting the field 1 minute earlier but that's not a tremendous buff that's going to put USF above Ostheer or OKW, just at their level. In: Lobby |
Thread: USF Tech Changes Mod Changelog16 Nov 2018, 21:47 PM
Oh and new M20 is great, need 4-5 kills to reach vet1 and deal much more damage, it isn't anymore a BennyHill backward race because pfaust are more a threat than its own dps. In: Lobby |
Thread: USF Tech Changes Mod Changelog16 Nov 2018, 21:44 PM
About 20 seconds maybe, On Angovile the BAR was available when the lieutenant reached the cutoff zone north coming from the north road. @Jar, yes your are right, didn't thought about it. In: Lobby |
Thread: USF Tech Changes Mod Changelog16 Nov 2018, 21:41 PM
I have been giving it a try and some early feedback. About teching. There is a lot of possibilities I'll say, which is good: - Lieutenant first seem to feet perfectly into 2xRE 2xRM + Lieutenant. I mean, there is no down time, you'll have the fuel right when you also have the manpower after the 2nd Riflesquad. 2x RE gives a lot of map control early game to bring the lieutenant really fast. - 3xRM into lieutenant bring also interesting decision making. In fact you can wait a bit with 2xRM and call your lieutenant as 3rd unit but you'll be on inferiority until the lieutenant hit the field. Note that if you decide to build a 3rd RM after the lieutenant, he'll hit the field at the same time that the Lieutenant. - 3xRM into lieutenant, you can also go the safe way and build your lieutenant after the 3rd RM. About Lieutenant upgrade, the upgrade is available as soon as the lieutenant hit the field, 50 munition so it is a decision to take to upgrade it asap or wait to use the munition later. About T1.5, available right when the lieutenant hit the field, 20 fuel. M20 is not far behind in fact and you'll have to considere if you want your early BAR on the lieutenant or skirt on the M20. Nice decision making option. Fast HMG.50 will definitively be a good option to counter volks spam. I don't know about having exchanged Stuart with M15 in this configuration you can have now HMG+M1 for 60 fuel. I think the only reason to go T2.5 would be for the pak howitzer. Hmg+Stuart is a really strong combo. Obviously need more testing. In: Lobby |
Thread: Volks are disgustingly good, need toning down.16 Nov 2018, 10:40 AM
Imo riflemen should become once more the best and more versatile (able to fight in many ranges) mainline infantry available before minute one, due to the USF faction design/limitations. As mentioned above, the issue isn't being the best because as you already mentioned it, USF riflemen are already superior to volks and, on the other hand, need to have a certain balance with Pzgren and Obers. The problem is more about timing and manpower available to outspam the USF on the early game disponible for OKW. In: COH2 Balance |
Thread: Volks are disgustingly good, need toning down.16 Nov 2018, 10:09 AM
Lol, your solution is to make USF riflemen worst late game but still equal early game for cheaper price. Definitively not case A. If you don't see the incoming issue USF would get vs Pzgren and Obers, can't help you more. In: COH2 Balance |
Thread: Volks are disgustingly good, need toning down.15 Nov 2018, 15:32 PM
Entirely agree with you on those points. In: COH2 Balance |
Thread: Volks are disgustingly good, need toning down.15 Nov 2018, 14:21 PM
Don't forget to add SP and 100mp advantage making 4xvolks start basic vs USF. As I stated before Volks are just the tree that hides the forest of balance issues on this matchup. Then sandbag completely mitigate the difference in dps at long range and flamnde the difference in dps at close range. Honestly both abilities make early volks way too good vs vanilla riflemen. Now i also know that removing those abilities would put OKW in jeopardy vs Soviet... In: COH2 Balance |
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