I've just got some opinions about the Allied faction and the United States after having played some matches as the U.S and Euro Alliance online and some studies and tests into them.
Those are just my opinions and I'm listing them here if you don't mind.
Comparison between Allied subfactions
1.Mid-to-long-range ground units(Siege capability)
Pacific Front > Euro Alliance > U.S
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P.F - Hailstorm, Zephyr, Blizzard(Mainly for support purpose)
E.A - Prism Tank, Charon Tank
U.S - Basswave, Tanya IFV
2.Anti-infantry capability
Pacific Front > Euro Alliance > U.S
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P.F - Hailstorm(if you want), Black Eagle(if you want), Blizzard
E.A - Prism Tank, Thor, Siegfried
U.S - Tanya, Tanya IFV, Abrams, Mercury Strike(Building)
Both P.F and E.A have units that can deal with a large number of infantries well.
U.S also have Mercury Strike and Tanya IFV that can attack multiple units in one shot, but Mercury Strike needs charge and you can only have 1 Tanya IFV on the battlefield at most. Without Mercury things, U.S sucks at dealing with infantries.
Abrams' laser can also kill infantries but they don't cover good distance, which means that infantries are likely to have an opportunity to retaliate.
Basswaves also deals good amount of damage on infantries, but I don't think it's good for this purpose.
Both Abrams and basswaves have one thing in common when it comes to dealing with infantries: Their attacks are "one-to-one".
You can only hurt or eliminate one infantry at most in one shot, while other units like Prism tanks and blizzard tanks can attack multiple units in one shot.
Prism tanks, Thors, Blizzard tanks and even hailstorms are units for multiple purposes, but in my opinion, basswave is almost for destroying buildings and maybe some light-armored vehicles only, but the units mentioned above can also destroy light-armored vehicles easily.
One of the characteristics of the U.S in MO3.0 features precision strikes. So...
1. Is it possible to bring back snipers in skirmish and make them unique to the U.S subfaction?
E.U and P.F don't need them as they've had excellent tools for the anti-infantry purpose and I think it may help U.S deal with infantries a little bit better and not make it overpowered due to their sluggish rate of fire in MO3.0.
The other characteristic is about laser weapons. Tanya and aeroblazes are really amazing, but Mercury strike and warhawks seem to lack some.
I tried using target painters on some vehicles and them shoot them with the Mercury strike, I still can't eliminate most of them, even light-armored ones like an IFV unless I shoot the beam right upon it.
As for warhawks, they feature excellent speed and being able to fire on the move, but the laser weapon seems not that good. They mean not much when facing against subfactions with strong anti-air capability such as China because of their paper-like armor that can't bear too much damage.
2.How about enhancing their damage output? I'm not saying that to make them super efficient in damage output, just slight enhancement in it.
I tried a test: Efficiency in killing infantries with a G.I IFV and a SEAL IFV.
I make both IFVs face in the same orientation and put 3 SEALs in front of each of both and the distance between the the IFV and the SEALs for both pairs are identical.
I ordered both IFVs to kill the 2 pairs of the 3 SEALs in front of them simultaneously, and the result was that the SEAL IFV did kill the 3 SEALs faster than the G.I IFV did, but not much difference.
When the SEAL IFV had finished killing all the 3 SEALs, the G.I one almost killed the 3rd SEAL(He got over 50% of his hitpoint taken).
The difference in the efficiency of killing infantries between them is not large, but the cost does.
G.I - 120
SEAL - 700
Compared with original Yuri's Revenge, the SEAL's rate of fire has been significantly reduced, but:
3.Is it possible to make the difference mentioned above more obvious? Either make G.I IFVs less efficient than how they currently are or enhance the rate of fire of the SEAL IFVs'.
What do you think?
Edited by UprisingJC, 10 January 2014 - 07:52 AM.