People like you wanted USF to be buffed with OKM abilities or similar, or even better, and now you complaint...
I wanted riflemen to be viable and some adjustments to doctrinal vehicles which mostly suck, not usf turned into braindead faction that okw is. |
USF got changed from smoke&flank type of faction with versatile mainline infantry being the most important part (in theory since riflemen are weak for a long time now) to a faction that relies on strong cqc callin units attacking frontally. Instead of making rifles viable by decreasing their cost and cost of the upgrades we got some okw type units that win fights by frontally charging opponent. In short usf got dumbed down but its not overbuffed. |
That claim is inaccurate, there are 8 USF commander and half of them have access to tanks with more than 640 HP.
Where did i say anything about number of usf commanders with 640+ hp tanks? I was talking about realistic scenario of usf late game unit composition which mostly consists of jacksons with some shermans or scotts. The only realistic addition to it is single pershing or single bulldozer. Sure you can draw pictures of usf player spamming bulldozers and easy8s but its not something you will see from good player trying to win. The number of usf commanders with 640+ hp vehicles is irrelevant here since 2 out of 4 are useless/situational gimmicks. The fact that there appear some 640+ hp vehicles in usf unit roster doesnt make my claim inaccurate since i used term "ALMOST exclusivly", taking into account rare exceptions. |
Again you're comparing stock vs doctrine specific. and an 'unrealistic scenario' thats happened to me twice just last night, and that ive done twice today as USF. In tank fights every shot counts, as that tank turns white, the shots are wasted on another tank. Throws focus fire out of the window.
Then again, 1200+ games as USF and your 7 games as Ostheer kinda say it all. Ironic you suggest I try USF when you dont play ost 
Well i was comparing one commander with calliope (that you mentioned) versus all the panzer tactician commanders that are in the game (2 even featuring tiger). Also if you managed to pump out 700 fuel worth of vehicles against enemy 230 fuel than i salute you.
Also look at that sexy 85% winrate in 1v1 as ostheer, im basicly Ostheer God.
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Right, but again, its another thing to do... While reversing away from 4 charging jacksons that can together 2 shot your tiger, while retreating your infatry from the calliopte barrage, while moving your other infatry into position to faust, while calling in smoke barrages with mortars to cover your retreat, while trying to faust a tank (which decrewing also interrupts i noticed).
Point is, it adds to the micro pile. In some situations its fine and would be easy to get around, in others especially in bigger matches 3v3 up, it rarely works out if you're been charged by multiple players and is like a second life/chance for USF tanks mid assault.
Your unrealistic scenario features 1 tiger (230 fuel) vs 4 jacksons and 1 calliope (700 fuel + tech cost) so i wont comment on that.
You are talking about micro pile when it comes to ostheer but did you consider what playing usf is like? Operating almost exclusivly 640hp tanks with 160 armor (which is paper thin) that have little chance to deflect anything, ATTACKING GROUND to shoot at tanks with panzer tactician (which is one click to activate), decrewing tanks for repairs (since rear echelons are useles without mines and flamer, and expensive for engineer unit to boot) while also microing mortars to smoke MGs and flanking with rifles. USF is arguably the most micro intensive faction. |
nah thats an insanely long amount of time, hell id be up for giving the crews faster repair too with a 15 second decrew speed.
The idea behind the crew was self-repair and flexibility. Not 21'st century shell targeting jamming.
There is one problem tho: decrewing your tank in the middle of battle just to avoid shot works only against bad players. There is delay already which prevents such exploits. 15 seconds wont stop people from decrewing tanks in the middle of battle because nobody decent decrews their tanks in the middle of battle already. And i repeat: you dont have to attack ground, as soon as you see enemy tank turning "white" just Q click it (or whatever your hotkey for attack move is) and your tank will shoot it automatically.
Also comparing sherman smoke with panzer tactician is silly, sherman smoke has minimum range and delay until it hits ground, panzer tactician is just one click and nearly instant effect, way less micro. Also sherman smoke costs muni too and usf is even more muni starved than ostheer. |
My bad, that was a typo, needs to be longer. Was Meant to be 15. I think id prefer the ownership as a change though, just so tanks targeting it dont weirdly just think "Ooh ok lets target something else, other than the vet 3 tank thats been pasting us for the last 60 seconds.
What about 2 minutes cooldown for recrewing tanks? Would that suffice? And for your information you dont have to target ground, you can just use attack move on decrewed tank and it will auto target. Attack ground is reserved for axis bullshit panzer smoke.
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I think they are super strong against okw paired with jeep but it seems balance team chose to fight broken with broken instead of fixing usf mainline infantry. |
What’s the point of giving feedbacks if they just go straight into the dumpster and not on your work table? I freaking love this game, I have over 1k2 hours in it over the years and only want it to get better, yet everytime I open a thread to give constructive feedbacks I get nothing but disappointment. Even when the majority of the players agree, nothing is done to adress the problem (because apparently the opinion of a few chosen ones matters more). I had a thread about this already and many also agreed that the very best thing to counter this vehicle is raketen cheese and even that doesn’t work more than once or twice. As the interest in that thread die out, everybody suddenly forgot about their discussion and what needed to be done, so the vehicle is “fine, balanced” once again. Honestly, if I didn’t love the game so much I wouldn’t come here at all, let alone opening threads to discuss about something.
You think that way because you are biased. All you do is play okw, so when someone better shows up and uses scott to its fullest potential you think the unit is broken, but in fact its just better player outplaying you. And i say it as someone who is playing almost only usf and is biased too, so dont get butthurt. If you want to judge unit performance, better look up what top players are using in high ranked games or in tournament, they are pretty much all using only the strongest factions and units in game. And if you are curious, rocket atrillery is the king of late game indirect fire source (i know scott is not indirect fire but its competing with these types of units because usf has nothing else). |
The delay on this thing is absolutly laughable, you can only hit things that cannot move and the little area of effect means all you have to do is take 2 steps and you dodged this ability completly. Also having arty callin that is good only against static emplacements in the same doctrine with priest seems like an overkill. |