@Devm Thanks for your input
Can you elaborate a bit more?
Well, I won't speak for 1v1 as I don't play it, but Rifles are high maintenance close range units. First OKW unit is the sturmpio which, if it gets a good angle/ambush, can wreck both echelon and rifles 2v1. You know that USF will go for 3x rifles into officer (I go for ambo in teamgames), which leads to known engagements. If they go for paths spam, OKW can easily go for either double ISG or flak/luchs and close out the game due to lack of snares.
You know that Volks win vs Rifles long range and lose short and you know that Spios win vs everything early on. It's not hard to control 2/3 of a map with the sturmpio doing the Lord's work of giving you the edge in engagements in those two thirds.. Not only that, but USF has no mines or sandbags. Echelons can construct green cover but which is extremely unreliable. Even in a wall of 5 tank traps, the enemy MG can suppress like if there were no cover (one model will always be "outside" or in a bad angle due to the shape of the traps). USF also has to tech for weapon upgrades and retreat to pick them up. Nades are also separate tech.
Then you get to mid game. Either lieutenant for MG or captain for AT gun. Most 1v1s are lieutenant for the LV rush. You really want to snowball early as USF with the light vehicles. Stuart can take care of luchs/flak and can stand up to a Puma, but with raketen being able to retreat, and the small size of the 1v1 maps (retreat path is short), raketen can be played extremely aggressively. Captain does have the AAHT which objectively gives you the most firepower, but at the cost of extreme unreliability (driving with "U", and the rotating loop if you "Attack" something) and being 2 shot to kill.
In the end, there are two scenarios with USF: You either snowball hard and close out the game early or you lose.
Of course, you could be losing hard and the enemy makes a couple of costy mistakes and that turns the tide, but let's assume that the enemy is methodical.
If you don't win with USF early, you're done for. The game shifts away from close range engagements to long range where Axis units are generally much stronger. Only long range unit for USF is the doctrinal paratrooper with the LMG upgrade.
You can see it in lots of high ranking games. USF either dominates early and wins fast or they get bled to death as the game progresses.
Basically
Sherman loses to both P4s, ATG is unreliable and a munition sink (especially since later on, USF really needs those nades, smoke and explosive). Jackson is paper thin, and with no mines, vulnerable to Panther dives. Rifles fall off hard as the game progresses and get dominated by vet3 grens/obers/pgrens
Pak howitzers are far too slow and have a narrow arc of fire to be effective. After the AOE nerf, they also don't pak a punch, which means that they need to be built in pairs, which is another problem. They have 1.25 RA so even a vet0 unit can easily decrew them, and they are expensive to reinforce and move extremely slowly (to get to base or ambo).
Stuart falls off. The saving grace is the vet3 sight bonus but you need to get it to vet3.
M20 is used for scouting purposes and mines, so there is that, but ONLY IF you teched lieutenant.
AAHT, as brilliant as it is, needs a lot of micro and is a 2 shot so ... gl
Pak howi, nerfed to the ground
ATG, unreliable vs mediums without munitions
That's if you tech Captain.
Sherman loses to P4, effectively only used as a pot shot HE vs infantry
Jackson is great, vulnerable only to dives
Scott, also great in 1v1 but overlaps with the pak howi.
So while USF as a faction is fun to play, and is indeed strong, it's got glaring weaknesses that people who know how to play COH2, can easily take advantage of. Hence, USF tries to close out the game with LVs and win.
Soviets have everything and have an answer to everything and have no glaring weaknesses/holes in the roster. T34 is cheap and has great AI in the MGs and if it's going down, it can go down with a bang. SU85 is reliable and can survive dives due to the smaller form factor.
Katyusha is your bread and butter vs team weapons.
Where Scott can bleed one or two models, the crews can easily reposition and stay in the field, but once the rockets start raining down, it's retreat or goodbye. Of course, scott can fire all the time, while katyusha has a cooldown... but that's why it forces a retreat, by the time the weapon teams are back, you'll have another salvo ready.
Quad halftrack is easy to use and position, less firepower than AAHT, but much easier to handle and focus specific squads without if rotating constantly.
T70 is your bread and butter mid game with great recon late.
Cons are great, engies lay great mines...
UKF is a shittier faction which I won't even comment on.