KT was once balanced but balance hasn't been the modding team's objective for a long time now. We're stuck with it and the last hope is the release of coh3 to get something else and pray Relic devs have more brain on this next iteration of the game than they had on coh2. |
My argument regarding build time was that the current solution is probably not much different from the one we had before, since Esxile claimed this change were a timing nerf. I don't really think so unless someone provides some hard numbers from before and after those changes.
Where I agree is that USF is fairly weak early on. The weak Echelon starting squad combined with relatively expensive Riflemen and long build times on the officer basically ensures that you're at the very best on par with Axis for the first 4-5 minutes, but probably behind. Even compared with Ostheer.
I fully agree. USF does not have proper answers to early stock units of Axis (sniper, Kubelwagen). Both create a huge bleed on many maps.
Those are not in the patchnote because the adjustment was made during the patch preview. Everything was made to make the officer come the later possible. |
Remember that Jackson were nerfed because they had 40 sight range. But the KT is the special snowflake of the modding team's cake. |
IF (and that's a huge IF) another patch is coming, they will sure as fuck nerf CUCKfinders + Scott combo for USF thereby putting in the final nail in the faction's coffin.
So USF players should not plead for a patch in the coming weeks.
For a strategy you consider weak and easy to counter you have a strange way to spell it. |
But back to topic:
Riflemen by themselves are okay, they are just stuck in a faction that has no strong options to inflict MP bleed,
The modding team made sure of it through all the nerf and changes they brought to the faction in order to make it as they like it, like we would have had another patch they would have nerfed the scott and reach their objective of making USF a dead faction. |
I don't get what you are saying in this one. Could you rephrase that please?
Modding team when they redesigned USF tiers set the lieutenant and Captaine build time to the maximum possible, to delay the HMG because at that time the .05 was effectively good. Then they nerfed the .50 but never really buffed the LT timing, they did it long after, one or two patch ago and nothing really significant.
They also made them be called from outside of the map to delay even more their presence. Note that if you rebuild them they pop in the base.
Today all of this doesn't make sense anymore, Lieutenant and captain timing are way too long for two units you must get to complete your BO, because of this excessive timing USF is outnumbered before them come and when they hit the field they don't bring any powerspike. |
I don't think balance team had much of a choice. From even some smaller things that they publicly said that Relic would not allow them to do, I doubt that Relic would have allowed them to fully rebalance USF tech structure.
Anyway, back to the point:
USF is short on MP in the beginning. In any normal build (3 Rifles into officer, but I think it is the same for 2 Rifles into officer), you will hit the 35 fuel for tech up way before you'd tech up anyway. The only way to make the teching up faster would be to reduce MP cost, but this would also mean that USF had a very cheap backup officer squad for the late game.
You can always change the officer's build time, that what the modding did, nerfing it at max so USF had the later powerspike possible, not even being a powerspike anymore.
Ok, but he's acting like you have to play absolutely perfectly to beat ostheer mainlines. It's definitely harder for USF against volks in the early game and during their STG spike, but against Grens? No way do you have to find the 'perfect engagement' to beat them, its exaggeration. Yes, rifleman get bled out at range but they murder them up close.
rifle/gren matchup was ok until for some reason sandbags have been given as stock to everyone except USF. If the Oshteer player has some not-too-bad APM skills, he'll simply spam sandbag everywhere.
There a huge difference between playing vs someone not using sandbag and someone using it even if both player are bad at everything else.
We commonly say mines win game, but sandbags more than often also win game on the long run.
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Which rank are you playing that you tech nades that early on and not get punished? Spending fuel and MP so early for nades in any decent rank, delaying the AAHT/Stuart will net you a loss, especially since that early on, it's real easy to dodge nades due to there not being a lot of chaos/units on the field. I'm guessing that early nade tech is great against slower players.
It depends, the nade cost maybe be covered if you manage to get back the 10 fuel of it. Keeping your own fuel point or taking your opponent because of the nade. |
Come on man. USF definitely has its problems but this is exaggeration. but The 222 definitely isn't good vs everything. Sturms fall off hard the further the game goes and Volks trade their early game for being next to useless in the lategame.
222 is good vs anything USF can oppose when it hits the field. It's a very versatile unit and get smoke with the right commander. You need to invest twice its cost in fuel to keep it at bay as USF. It's not difficult to stay out of atnade range with it because the unit is well responsive, has a good acceleration and good speed.
Sturms don't fall hard vs Riflemen, don't mixe with other matchup. Sturm is a unit that get freely with vet what you need to pay with fuel and munition for your riflemen. They start falling off against riflemen when you equip 2xBAR which seems legit when you compare the cost.
Volks don't trade anything. They get outclassed late game vs USF only if you equip 2xBars on riflemen, but hey you have a 260mp/60mu losing vs 280mp/120mu and this occurs only during late game. Test it yourself, equip only 1BAR on your riflemen and see if they trade that well vs a vet4-5 volks. |
OKW
Sturmpioneer is OP vs riflemen, for 300mp you get a unit that fight extremly well with no need for combat upgrade vs a unit costing 280 and needing 60/120 munition to perform the same. Cheery on the cake was the stun grenade gifted from nowhere because reason.
Kubel's nature is a hard counter to riflemen, even more with a SP close by. Modding team new it but still went that direction and nerfed RE vs it a patch later or so. Same for the 221, buffed it vs riflemen and nerfed RE vs it.
Volks shouldn't get sandbag vs USF but need them vs UKF and Soviet. With sandbag they value 280 mp in term of efficiency.
OKW Elite infantry in general just hard counter riflemen in almost every situations, usually they simply destroy them at long range and to fight them you must build a sherman/scott.
OKW is atm in a situation where they get better early game, even mid game and dominate late game with the association of elite infantry and superior armor.
Ostheer.
Pio 42 range makes early game harder for USF.
Gren are the best mainline infantry atm, almost no need for micro just a-move.
Superior HMG, superior mortar and the sniper.
222 competes with OKW HT for the best light vehicle title, good vs everything, comes in same tier as pak and supported with long range pfaust. Riflemen get destroyed by it.
As USF you just need to play perfectly to win, as Ostheer not so much. |