ZxGanon wrote:The US Design failed and it does not work and I dont know why people try to fix that with Puny balance changes. This is a beta guys and I want huge changes which impact the game in a positive way.
The key issue, I feel is that the US lost it's identity and critical advantages with the reboot. They used to be a faction that revolved around a strong economy fueling a few powerful, mutually supporting units. they had a building dedicated solely to the best economy upgrades in the game, and could chose to further increase output with additional refineries. They were also one of the only 2 factions with a realistically attainable late game economy (via admin center). With the reboot they lost this advantage, and without the ability to fuel the numbers they relied on I think we've also seen that their 'powerful units' that are supposed to be 'the best at their role' (paraphrasing the early US trailers) aren't that much better than their counterparts on the other side.
I feel like the biggest issue, especially early on, is that the US simply doesn't have an acceptable answer to the best enemy tactics.
both the chimeara and cartel can steal banks with ease. chimeara has SAS from the start which in itself is enough to get the job done, but on top of that they get an APC that even a 6 javelin bank will not kill before it get's next to the building and they get a cheap, point-and-click heal/revive.
once they're inside the building US is helpless. They can't smoke it (mortars Defcon 2) they can't snipe it (snipers Defcon 2) and they will lose any attempt to rush it with marines who will just die in the dozens to SAS/felin fire slowly walking towards the bank (and the still living namer), or to prison heal if they manage to get inside.
The same goes for cartel matchups. Cartel can easily smoke the bank with a scorpio and rush it with contractors, who will win without much loss, and the US is then in the same bind, they can only take it back at a steep cost. meanwhile, they themselves cannot contest banks until defcon 2
The same can be said for harassing refineries. cartel doesn't even have to think, scorpios laugh at anything the enemy sends, shooting down their slow, hopelessly outranged opponents with very little micro and smoking any defenses/garrisons they don't like,
The story vs chimeara is more even, but the fact is that vanilla pumas crush basic Humvees, trade even with TOW Humvees, and if the US player builds thunderbolts you can just leave, you've already won the trade when he spent critical dollars to field that unit which doesn't give him anything beyond defense
US meanwhile get's a little mileage out of Humvees and javelins, but they can't approach enemy defenses/garrisons (and at least one unit will die if you accidently run into one en-route) and don't have any unique strengths like better range or smoke. Sure, they're cheap, but it shows in their effectiveness: they can only do damage if the enemy has no defense, and if he has no defense any of the other two factions would do better.