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USC: Counterforce News

Wiki: Squad Roles

Hello Marines,

As you might know USC: Counterforce is very deep in terms of strategies and has a lot of intricate designs. To help you in your progress, every week we're going to share a new guide for you to become a true pro at USC: Counterforce! The first one is focusing on Squad Roles.

This entry covers the possible roles in a squad, including their Skills, Weapons, Equipment, and more, with examples, advice, and other details. Looking to learn more about the different Marines' roles? Check out our "Squad Roles" section:
[h2]WIKI: SQUAD ROLES[/h2]

Here are the different roles detailed in the guide:
  • Bastion
  • Sniper
  • Medic
  • Technician
  • Heavy arm specialist
  • CQW
  • General role

Here's an example of what you can find in the wiki, for the Bastion:



As always, if you have any questions feel free to ask them in the Steam discussions. We're always attentive and will do everything we can to help!

The USC: Counterforce team

Hotfix -- v1.00.5b & v1.00.5c (b240814)

USC:CF v1.00.5b, build 240814 (hotfix for v1.00.5a b240813)

(note: build number in-game remains unchanged)

FIXES
  • Fixed a rare critical bug related to nests/eggs in mines/caves maps that could cause the game to become stuck on "Alien nest activity"
    • The fix is retroactive (i.e. if you have a save where ending the turn caused the issue, it should now work properly)
    • Thanks to all players who helped to resolve the issue by reporting it and providing additional data!

USC:CF v1.00.5c

(note: build number in-game remains unchanged)

FIXES / GAMEPLAY CHANGES
  • Campaign: when ending a base defense, any turrets that are auto shut down and can't fit into unit inventory will now be added to the stock instead

Minor update -- v1.00.5a (b240813)

USC:CF v1.00.5a, build 240813

BALANCE/GAMEPLAY CHANGES

  • Campaign: further adjustments to alien reinforcements spawn rate in horde eradication missions
  • Campaign: the "middle phase" of the Campaign will now trigger sooner on "Story" and "Normal" complexity settings
    • Note: depending on the complexity setting, story progression to Dream #5 should now trigger after MP 13/23/33 at the latest (pass the MP a couple of times if you're already there and suspected a bug [not corfimed] before this update)
  • Adjustments to alien reinforcements spawn rate in planet surface missions (Operations, Single Mission)
    • Victory still requires that you kill (almost) everything, so if there are reinforcements spawning, you'll need to deal with them as well, even if there were 0 aliens left when ending the turn -- this is not a bug!
    • Alien reinforcements were never and are NOT infinite, though--the rate of the remaining aliens spawning has been now increased significantly to speed up (and give more excitement at) the end of these missions (turn 11+)

FIXES
  • Campaign: fixed a critical bug where nests could "grow infinitely" and cause issues on starting a mission
    • The fix is retroactive; if you have encountered this bug, but have a save where you can select the sector to go on a nest mission, it will now behave properly!
    • Note: use a save where you haven't yet tried to actually start the mission (not an ExitSave, etc. that were made after the game locked up partially)
  • Campaign: fixed a potential ammo exploit where you could stock already used turrets and then get a brand new one with refilled ammo just by taking it from stock. You can no longer stock turrets that have been ever deployed.
  • Campaign: fixed faction-exclusive items in the "shop" staying available/not becoming available when you didn't have actual access to the item, but removed/added one from/to stock
  • Campaign: fixed faction-exclusive items that were only available in the "shop" due to being already in stock having their req./craft buttons & info misleadingly displayed (did not affect gameplay)
  • Campaign: fixed the crafting material display on the Communications screen sometimes not being refreshed correctly after leaving Squad Assembly
  • Campaign: fixed sector info panel displaying only half the actual Deothonit yield for mining sites since the last update (did not affect gameplay)
  • Campaign: fixed a bug where you couldn't save the game on the Squad Assembly or Communications screens (in non-Hardcore)
  • Campaign: map screen music will now properly stop before playing the dropship cutscene
  • Fixed an extremely rare critical bug where the game would lock up on "Alien nest activity" [speculative/preventive fix while we're waiting for report details/repro]

Regular update -- v1.00.4a (b240802)

USC:CF v1.00.4a, build 240802

NEW

  • Added tactical map legend feature
    • Toggleable with a new information "(i)" button next to the minimap
  • Added a special shortcut to the Campaign map (F7+F) that toggles the recently added free aim mode ON
    • Players who have already started a Campaign prior to the last update can use this to play with free aim mode on
    • Once you press F7+F, free aim mode is permanent in that playthrough from that point forward. It can't be switched back and forth.
    • Note: if you (re)load a save that still doesn't have free aim mode enabled, you need to activate it again!
    • The shortcut only works on the Campaign map, not during a mission.


CHANGES

  • Campaign: alien reinforcements in Horde eradication missions will arrive more consistently and in greater numbers, especially if the Horde is really large (150+)
    • Additional aliens will now start to arrive when 50% of the alien already in combat have been killed
    • Reinforcements per wave: (remaining reinforcements / 3) + small default value (1-6, difficulty dependent); min. 11, max. 36
  • Campaign: the number of alien reinforcements still incoming in Horde eradication missions is now displayed in the objective info
  • Changed the icon for Armored Beta aliens to a different looking shield icon


BALANCE/GAMEPLAY CHANGES

  • "Seek & Destroy" missions (in Campaign: Horde eradication and some sub-missions in sites or spec. ops) no longer require that you kill ALL enemies:
    • The last alien, or the last few aliens if they are below "Reaper threat" overall, combined, won't count as mandatory targets
    • The "Targets remaining" display will still reflect their total number, but you can expect the mission to end when it's 1, or just about 2-4 with confirmed smaller targets
    • Nests won't count as mandatory targets at all
    • Their number will still be shown in the objective info ("Nests: #") so you know, but this won't affect mission completion
  • Campaign: aliens in Horde eradication will start to flee towards the map edges and leave the area (leading to a quickened victory) once their total number is greatly culled:
    • This works in tandem with the general update to S&D objective changes
    • You can expect the aliens to withdraw once their sum total starting Action Points are less than 500 (about 10 larger units), so this depends on situation and difficulty level
    • Aliens that were able to flee are considered defeated in global Campaign mechanics, so they won't linger around or return in some way in the sector
  • Campaign: rate of amortization of structures & objects built in bases has been reduced to 15% per MP (down from 20%), and will stop at 40% of nominal value (was 5%)
    • Note: the same values for non-Campaign "Defend the Base!" games remain unchanged
  • Campaign: mined raw Deothonit to crafting material conversion rate increased to 50:1 (from 100:1)
  • Campaign: Asura-49 are now only worth 15 materials per piece (was 25)
  • Deothonit fragments (loot from crystals in nests & mines) are now only worth 5 materials per piece (was 25)


OPTIMIZATION

  • Improved the way the game detects screen resolution:
    • If there are any issues during auto-detection and the display supports it, initial resolution will default to 1920x1080
    • Resolutions with a "portrait" alignment (greater height than width) will not be falsely auto-detected, and will also not be an option in Settings
    • Note: please check your screen resolution settings after the update!
  • Added a way to manually force a particular screen resolution:
    • 0. Please start the game once just briefly after the update so it can create the new "display.ini" file
    • 1. Open the "display.ini" file in any text editor from "c:\Users\[your OS username]\AppData\LocalLow\Angry Cat Studios\USC Counterforce\"
    • 2. Change "forceResolution=0" under "[Resolution]" to "forceResolution=1"
    • 3. Change "width=1920", "height=1080", and "refresh=60" to the values you want
    • 4. Restart the game client
    • If you experience any issues, you can just delete the file (it will be auto-created with default settings) or set forceResolution to 0, and start the game with auto-detect as before
    • Note: when forcing a resolution, in-game resolution settings will still remain usable, but will revert to the forced resolution on every game client start
  • Added a way to manually force a particular UI scaling (independent from resolution):
    • 1. Open the "display.ini" file (see above)
    • 2. Change "forceCustomScaling=0" under "[UI]" to "forceCustomScaling=1"
    • 3. Change the value of "scalingFactor" to a value between 0.7 and 1.
    • Note: setting "scalingFactor" to 1 will FORCE DISABLE UI scaling.


FIXES

  • Fixed a bug where the 15 extra bleeding from the Heavy arms primary specialization was sometimes applied to attacks with other weapons
  • Campaign: fixed Resource Points to Deothonit conversion ratio inflation, preventing some exploits. Now there is a hard cap of max. 200 on selling and a min. 250 on buying.
  • Campaign: fixed a regression introduced in the last hotfix that prevented managing a sector before you visited the Squad Assembly screen at least once (sorry!)
  • Various minor UI/localization fixes

Hotfix -- v1.00.3b (b240727)

USC:CF v1.00.3b, build 240727

This is a hotfix addressing some critical issues. (The build number in the main menu won't change, don't fret.)

FIXES

  • Fixed a regression that prevented the Tutorial mission from starting (sorry!)
  • Campaign: fixed the second phase of spaceship missions not having an insertion/extraction zone (retroactive)
  • Campaign: fixed the third phase of spaceship missions where you could extract at insertion (not retroactive)
  • Campaign: fixed "weapon properties preview" being stuck when starting a mission if a weapon from the "shop" remained selected