- USF faction on its core is very decent, however suffers from two very serious problems: shitty teching and bad map selection.
- It's a retarded design to add a "get me lose the other one" teching mentality primarily because it makes the faction de facto limited and unflexible. UKF suffers the most from it, and OKW suffers the least (primarily because they got T0 ATG). USF is somewhat stuck in an idiotic limbo, and can only produce riflemen or cuckfinders to be competent.
- The reason riflemen seem to suck so much is not because of their design but rather from the overally bad map pool competitive games for all modes have. Riflemen are designed to hard-dominate medium-close rifle maneuvering, and most maps either decide the game from very far to very close. Sight blockers, trees, buildings etc give close range units like Sturmpios to dictate the course of every battle. Not to mention especially OKW Kubel can be a mini-sniper and bleed USF hard due to them not having early snaring (or embedded into teching, like OKW has for instance) and need to pay for it. Don't even get me started on OST sniper vs USF.
- And after all, it's ok to lose the early game, after all USF is a midgame dominating faction. The thing here is that they do not have all the tools available to cover their early game losses. AAHT is an insane risk for above normie players, simply because it's paper armor that needs some weird positioning to start firing. And good luck finding a non-doc way of having both MG and ATG in the same game without backteching. As such, stupid commanders like Airborne are a must to play.
TLDR: Riflemen are a sympton of a generally declining faction.