USF rifle company
1 slot for Flare and 1 slot for Fire up
and OKW user want mp40 package blitzkreig skill same slot
hmm, interesting.
Dude look at doctrinal flamethrowers. Usf and ukf have flamethrower taking whole slot while okw gets flamethrower, granades and weapon upgrade in one slot. |
If i knew that totally off the rails commanders are allowed (like both okw suggestions) that would be my suggestion:
1.Field defenses
2.Brithish 6pounder
3.Paratroopers
4.P47 rocket strike
5.Pershing
Advanced Offensive, maybe its not too late, this is the only commander that can even remotely compete with okw suggestions. Or else how am i supposed to go against 12cp tiger with HEAT shells or stuka CAS and pak40 support without getting absolutly demolished? |
Everyone knows that Fire up and Calliope suck hard currently, doesnt mean they're gonna suck after this patch.... it's a big part of the reason why they got added to this commander. And I personally think that Dozer Blade is an amazing upgrade.. 70 mun for heavy terrain crush and an additional 160 health. If you think it's not enough for 1 ability slot, we can think about copying the ability from mech doc so it has the M4C sherman as well but Im really not sure about that.
Too bad its only 80hp and dont worry about 76mm it sucks hard and is almost always worse than 75mm. I was just baffled how you suggested HALF ability from other commander. And OKW is getting pak40 and tellers...
Edit: i just realized Schwererpanzer HQ supported by paks and tellers will be the biggest cancer this game witnessed in few years |
I think the new commanders should do two things: Give factions a way to deal with cheesey checkmate strategies or faction exploits and not completely replace other commanders. I think giving brits access to a mortar and okw access to handheld at are brilliant ideas, but i think usf has a lot of meaningless changes in comparison.
Alright, I think some things need to be changed to make the new usf commanders fresh and unique from other commanders in usf's arsenal. I'm not suggesting to totally scrap everything in the new commander picks, but I suggest to move abilities around to fit the faction in a logical manner.
Here is some input that would logically help usf out:
1. rear echelon package grants them satchels(similar to paratrooper charges) and sandbags.
2. Some type of early game anti-mg option (top priority). As long as there are narrow maps and multiple mgs being used, mortar ht becomes a must. I'm kinda tired of picking the same two commanders or having to play soviets just to deal with multiple mgs and mortars. A slow firing sniper would help a lot.
3.Stronger medium tanks. Something like easy 8's with more pen.
4. late game indirect. Priest does well here, but the caliope is kinda meh.
And all you will get is "reworked" calliope with fire up and dozer blades. |
Seems like the pershing doctrine for usf is the only option, as the other commander suggestion is a joke. Looks like we will end with 2 heavy cavalry commanders, cool.
Edit: noticed they wont add pershing, only calliope is an option, RIP |
Whats with people in this thread arguing that you can simply leave circle to avoid any damage, when p47 and il2 were nerfed to shit despite being the same type of ability (just weaker)? Double standards? Maybe buff allied loiters back to their original form and we can call it a deal. |
It costs 250 muni tho, no? |
honestly, the best fix for that would probably give the car less armor.
I also suppose it cant really be compared to a clown car, because that comes on later. You're right that is pretty cheesy, but to do that is locked to that commander, so I do feel it does balance it a little. but i might actually look into that. That's strange though, because at CP1 is when cavs come in, why is no one building an early racketen? and it does sort of hurt your starting lineup if you do that too. I know before i said its hard to compare to a clown car, but in terms of investment, it does hurt your starting lineup if it fails.
My point wasnt really that its batshit OP rather that it overperforms compared to other tools usf has. Its also hard to deal with as okw because lack of snares early. From my expirience going wc51 into 2 rifles lets you get early map controll and fast command point since you can fight early with rifle squad and truck. Then just call in cav rifle, up to thompson, put in truck and go wipe a squad. Truck also can survive one raketten hit so you have some room to breathe. I dont think nerfing its armor is good idea, its already pretty bad. |
I Agree, having simple things such as Cav riflemen or (which is literally rifleman with better CQC and a snare) mixes things up a little, its honestly just what was needed.
I like the revamped mechanised in general, it Feels like it covers most bases, up until mediums hit the field. I honestly dont think they need a buff (rifles), because even though they come online at vet 2, the bonuses received make it worth it. if there were a buff, i'd really only want a slightly lower reinforcement cost, because its biggest weakness is manpower bleed, but every faction has to have their downfalls, for USF its inft cost and limited lategame (but hey, at least I can still be competitive in the late game).
To be honest, I don't rely much on Cav rifles. Yeah they have great CQC, but closing the distance to use that power sometimes proves troublesome, unless shotblockers are involved. I usually only have maybe 2 at most in my lineup, rifleman can engage earlier, and usually trade down less.
Ass Engies were never really intended to take into late game inft, and were usually better suited for utility roles. Mines, demos, repair speed and critical repair.
The trick is to put cav rifles into truck and wipe some volks squads. OKW doesnt have good answer to that early game. But still its a cheesy tactic thats necessary with current riflemen performance. |
Being forced to use cheesy call in units like ass engies or cav rifles in truck to stay competitive as usf is bad. Everyone is skipping rifles and when skipping rifles is not an option then nobody plays usf. Not enjoying. |