I'd rather see the cost dropped to around 100 than have it buffed a lot. It got better when they moved the rockets in closer but it still misses a lot. It's terrible compared to Sector Assault. The AT is much worse and has no AI, but they both cost 250. If the cost was around 100 then it would be the equivalent of Fear Propaganda for tanks. It still wouldn't kill anything but people would probably move their tanks out of the circle on the off chance that one of them would get damaged. |
That's actually an interesting idea. I'm not sure about the price, but the concept could be worth looking into.
Finding the right price might be tricky, though. Too high, and it's a reduction in options, since rushing nades or LT-tier wouldn't be an option anymore, and too low, and it messes with teching too much (and gives too much for the price). My guess would be 100mp/45f, since it's only slightly off of what grenades + LT tech - LT would actually cost (70mp/50f).
I'm not really sure about the price either. Those were just suggestions. Both the price and the timing would need to be worked out. Right now there are a few options for the USF build order but outside of a few commanders most people will get 2-3 rifles and all of the officers. Removing the "free" squads would open up a lot of possibilities if done right. Also, the LT tier should probably come with the weapon racks so that it has more hand-held AT options. |
Rather than 150/15 for the two side techs and 200/35 for the Lt/Cpt, I'd like to see the unlock for the LT tier to be around 100/40 and include grenades but not the LT. The LT could be purchased for 280 once the tier is unlocked. The Cpt tier could be treated the same way so the "free" item would be the weapon rack. This would give USF much more options without changing tech costs. |
While I like the direction of the changes to Rifle company, they're still not enough that most people would consider using it in anything beyond a 2v2. It would get a lot better if Time on Target was merged with the offmap Smoke. It would be a relatively easy change to make and would give them a howitzer counter, even if it is expensive.
A. Soldier's suggestion for the scoped rifle would've been much better than field defenses. Maybe it's beyond the scope of what they want to do in this patch but it would still be better.
I do think the all of the nerfs to the USF indirect fire units will make the faction even less competitive. By the time you get access to all the support weapons, you have around 40 pop cap in infantry. Add in a couple of support weapons and you're often left with pop cap for just two tanks or TD's. Now you're making a couple of the crutch units worse without compensating them in either pop cap or price. Also, the fire barrage from OST does wipe squads and team weapons on retreat, which seems like it should be considered at least as bad as an ability that just slows and damages but doesn't wipe units. |
Side note I like how there are people who do and don't use the upgrade depending on how they use the unit. Imo that's the sign of a GOOD design. It's not a no Brainer, despite the benifit it brings as depending on how you tackle the unit it might not be necessary. Beautiful.
I use these often. They do really well against flanks on MG's, harassing opposing MG's that aren't supported, and have good AA at vet 2/3. Upgrading the skirts always seems like a judgement call. My biggest knock against it would be that it costs 20 fuel for the unlock and 20 fuel for the unit so I'm paying more for it than a 222, and then have to spend munitions on skirts.
I don't have a strong opinion on the bazooka. I sometimes save the M20 by decrewing but not often. |
I think camo on the move should be taken out for all units.
The raketen got much better after the last changes they did to it (IIRC, they eliminated some of the colliding with terrain). However, I still have times when a vehicle will drive through a large part of the firing arc and the raketen won't fire. I don't know what stat affects this but I'd rather have it improved than getting a 5th man. |
Every single Soviet indirect fire piece had a precision strike as a vet 1 ability. For example a vet 1 B4 could one shot a full health Jagdtiger or a King Tiger when For Mother Russia was active with a pinpoint accuracy shot.
All of the precision shot abilities were removed and replaced for obvious balance and gameplay reasons.
It was delete-a-unit for something like 30 muni's. Wasn't so good for OST.
I try the 120 rarely. It always kills less than the 82mm mortar, but for more initial cost, pop cap, and upkeep. It's a little better on OKW trucks, but sucks at anything that moves faster or is smaller than a Schwerer.
Adding back the Vet 0 vision would help. Another possibility would be to reduce its scatter so it isn't worse than the stock mortar. |
Recently, I have been testing between UKF 6 pdr and OST pak40. Both At gun have very similar base stats. However, I found out something rather interesting.
In comparison:
Pak 40:
Take less exp to vet up.
Much more useful secondary ability.
Reload a little bit quicker at vet 3.
6 pdr:
Faster ready aim time at vet 0( did not find out any difference base on pure stats but found differences during field testing.)
15% aim bonus to light armors( maybe have been removed)
The cool projectile effect after reaching vet 3 
Please let me know if I have missed anything impoartant. And, most importantly, tell me a reason that I will pick an abandon 6 pdr over a pak 40 as the other factions.
If you're playing online, I'd pick whichever one didn't belong to a teammate before being decrewed. Other than that, a Pak40 with TWP is very good. |
The thing about cost was mentioned for every unit and if that will be the solution, I'll be fine, as maybe everyone really will be.
Just why would you ever unlock both Luit and Cap? They have to be used separately as Luit has an MG to suppress the enemy and hold territory, Minelayer to...lay mines and do some damage to support the units whilst being also able to hurt tanks a bit because of a Bazooka for the crew, and the Stuart is about doing some AT work with little AI capabilities, so it's:
1) AI.
2) Support with some AT capabilities to scare 222s and Luchs off.
3) AT.
While Cap has:
1) ATG=AT.
2) M1 Howizer=Support.
3) AA HT=AI with some AT capabilities to scare some 222s and Luchs off.
So, on paper, they're the same, just HOW they do it is different, thus if you go for just one of the Officers, you can go for Elites like Rangers or Paratroopers, you see?
Most people unlock the Captain for the AT gun, which is generally better than people give it credit. If you can get a Jackson out in time then you might skip Captain, but that would depend on how the game is going. |
I think the tier is okay. Most people think the USF tech change was a huge improvement over the previous system.
I think all of the units are okay. They might be a tiny bit overpriced but that isn't a significant problem. The bigger issue is just the number of squads that USF ends up having after they unlock all of their tech. It's usually 2 rifles, 3 officers and one engineer at a minimum. It doesn't leave a lot of popcap for elite infantry or vehicles.
If I would change anything about it, I would rather have the cost be something like 100/35 and receive the weapon rack instead of the Lieutenant. |