As a person that plays 3v3 competitive USF only, I tend to hate OST far more than OKW.
Lots of high ranks usually tend to go pio into MG42 into sniper and just bleed me dry. Pios spot for MG42, sniper works from behind the MG42 and pio shares the profile with the rifles -> short range combat. So Rifles need to close in, and they'll be closing into the pio. Hence why there is a need for paths in those scenarios.
Of course, that wouldn't be a problem in 1v1s and 2v2s, but since one MG42 can lock down an entire area (eg Across the rheine beach) in most 3v3 maps, USF is often forced into building a mortar just for smoke... and USF mortar is a popcap eater in a nutshell. Low damage output, especially in late with grens having DMG reduction.
Another problem is the fact that grens fit much better behind most cover objects than 5+ man squads. Rifles tend to have one model outside of cover or at a poor angle compared to the MG arc. Often enough, even though Rifles will be behind green cover, they will get insta suppressed because of that one model.
Grens do have more concentration in each model, being a 4man squad. Meaning that one model in grens is "worth" more than one model drop in rifles or volks or cons. However, for that con, the pro is that they tend to fit extremely nice behind cover, same as 4man sections.
I've made a thread and tested out the echelons.
I've put echelons in green cover.
Pios can charge them across neutral cover. Get to the green cover (opposite the RE) and still win the engagement with 2-3 models alive. You'd have to spend muni to deny the pio charge.
USF is not weak per-say. Just extremely map dependent. For example, if you play USF on a map like steppes, where ALL engagements are long range, and cover is scarce, you can be sure that, unless you go for paths, you will be bleeding hard.
Heck, 3v3 Steppes: If you play OKW vs USF on the munition part of the map (neutral/red cover, no green cover, yellow cover scarce), you can build 2 kubels and just own USF. Or if you're OST, rush a 222 spam and dominate. You can lock down a game easily.
Shame that I don't have the replay, as it was a year or two ago. But I remember on Whiteball express that a vet0 RE flanked the MG42 in yellow cover and the MG42 crew managed to force a retreat. I mean, grens came to help, about 12 seconds later. But after 12 seconds of flanking/firing on a lone MG42 crew that was unresponsive, they didn't even come close to wiping it point blank (I know it's an extreme case of RNG but still), MG42 retreated with 2 models. If those were pios or spios or CEs or Royals, they would probably wipe and steal the MG (ok, maybe CEs wouldn't).
I think that the mod team should have reworked rangers a bit more, so that at least USF can doctrinally choose something else except paths for long range.
I think that Rangers should have had the following:
2 upgrades: 4xTommies or 2x M1919 (140 muni or so, locks 3rd weapon upgrade) -> close/long range weapon paths
Carbines are medium-long range
Utility: Nade + elite zook (3x max)
For the price of 350 MP and 10 pop, I'd say they would add long range flavour to other doctrines besides airborne/recon, which is sorely needed in larger modes with larger, long-range maps (where grens, volks, obers are much more dominant)
Heck, obers have much more utility and are stock (and tad more expensive).
Echelons should get a small buff either in utility or combat, to justify the 200 MP price. Sure they can carry zooks for late game but zooks are not free, and given how they can drop hard until vet3, you'll drop a lot of zooks.
That being said, I don't think USF is UP or OP. Just extremely map dependent and relies on snowballing with LVs the most.
