I dont like the design of Falls. They have a dumb weapon profile, bad effective HP+ only 4 models and are combined with valiant assault in a commander . They shouldnt work like a brainless blob unit, which OKW has already stock in even better.
I wish they would be reworked into a unit like Storms/Commandos. 5 Man, slightly weaker ambush bonus, better stealth, short range weapon (mp40) with the opportunity to upgrade either 2/5 FG42 (better midrange dmg compared to mp40, still bad long range dmg) or 2 shrecks. |
He was talking about 4 men sections. 5 men setions are worth over a minute of fuel income plus the MP cost of an entire new infantry squad or MG. So in all fairness you have to at least add 1 MG34 into the equation.
Youre right, but most (important) tech paths of brits are therefore cheaper to allow going for bolster without delaying your medium and aec is not needed vs okw anyway.
Mgs wouldnt be a problem, if Brits had a solid army roster and not this shitstain emplacement mechanic. Im so glad that Coh3 factions seems to be well crafted. Everyone has sniper, Arty tds, light vehicles, mgs, mortars etc. |
Most low level players do NOT push or fight appropriately, making VGs look like weak sauce (and Obers/Falls like gods upon earth). OKW gets a huge power spike with STGs, enabling them to rush IS. IS will lose fights till 5man + 1 Bren. It happens at the same time as either the Luchs or the Flak Halftrack enter the field. You have a window to body UKF till the AEC drops, and even then the Rak thoroughly controls the AEC.
5 Man Sections have the same dmg as STG! Volks at around range 17 and almost double their dmg at max range. So you have to close the distance to atleast range 15 to beat Sections in a 1vs1. On top of that they have superior rec acc on lvl 0,1 and 3. Volks get trashed by Sections. This isnt some myth or something.
You have to solve this issue with call in units. Or you try to drag the game to later stages somehow.
Sections are completely retarded. Decent 4 Man, way too powerful 5 Man, useless weapon upgrade, mediocre veterancy, no snare, dumb cover mechanic. This unit is neither fun to play nor fun to play against. |
60% chance to hit (0.04*15=0.6), and that's at far range, meaning that chances are higher the closer rack is to Carrier. So it makes UC's movements problematic and its transition into static green cover a matter of time. Also it is very rare for UC to be unscratched and if it loses 80 HP to small arms, HMG or ate a faust - 1 shot is enough to finish it.
These stats matter maybe on the testrangemap, but not on real maps. Accuracy is only one part of the problem. The unit behaves similar to the old Sturmtiger. It hits everything from bushes to crates or even the ground.
Its almost hilarious. |
Again, invest for rak, UKF paid 260 mp + 5 fuel + 60 muni for UC. Just kill it with rak. Even if UKF did not go for AEC, it's their lose.
OKW saying "I don't wanna pay rat just to kill UC" is a 100% pure whining
You are talking like the UC is a free kill with the raketen. Have you ever used that unit against small target size vehicles? Getting 2 consecutive hits is a miracle worth sacrificing 5 dollars to relic.
Please say this after playing UKF 100 matchups and you didn't get any kind of cancer.
I only played with recovery sappers into commandos in 2vs2 and that was quite fun. Anyway both UKF winrates in 1vs1 and 2vs2 (since last patch) indicate that Brits are balanced and more or less competitive.
Top 200 1vs1 OKW vs UKF is 50%/50%. Under the assumption that every Top 200 players knows how to deal (more or less) with UKF/OKW and that your sentiment is right "JLIs are a free win", it seems like that every OKW game without JLIs is an auto loss
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Just upgrade stg & blob with JLI * 2. Gives you a free win vs UKF.
Honestly, I really don't see how people can still arguing nerf on current UKF. Makes me sick.
I agree that JLI are broken vs Brits, but the base faction matchup is so screwed in favor of UKF that you have to abuse things like JLI or 221 to have the chance to compete and not get dumbstered in the first 10 mins.
Noone sane wants to nerf Brits, but on the other side noone wants to buff UKF. I rather have the current balance in 1vs1 and 2vs2 than having brits that can compete with Ost but shits on OKW on every lvl. |
If you saw UC, that means opponent also invested mp & fuel for it. Getting a rak & destroying UC rather than getting bleed by a UC is a winning scenario.
I don't see why you are complaining.
I do think getting a 221 is a better option by the way because IS can't do xxxx to counter it.
He is complaining cause volks auto lose on every range vs sections, so paying another 290mp for the slight chance to counter a 5 fuel vehicle is pretty painful. The brit player prolly doesnt even build the AEC, so you have just paid 290mp to have a useless unit for 20 mins. Makes the early game even more tough.
221/223 is nice to have vs section, but im fairly certain that a skilled UC player can deal with the 221/223, cause you have better dmg on long range (while paying 25 less fuel).
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The unit is somewhat ok. Not good but not too bad either. But the su76 has no place in a cons t2 build currently. You have no fuel at with zis (just better than su76 in almost every regard while costing zero fuel), impactful light tank, cheap medium tank and a straight up better tank destroyer.
Similar situation with the stug (and ostwind). Panther and atgun are easily available and not too far away (compared to okw with puma, which arrives way before t4 units and has a unreliable atgun). While 222 and P4 offer solid shock value.
I can see su76 working in a heavy penal build. But even then you can just go for t4, which is safer and more reliable. I rather remove the barrage, increase the fuel cost slightly and buff this unit into a decent midgame at vehicle with 160 dmg. |
feels slightly Strong.
I think Sturmtiger can be nerfed like this
165 fuel to 175 fuel
8cp to 9cp as same as Churchill AVRE
20 munies to 35~45 munies for NAHVW grenade launcher
+1.
Maybe increase the cooldown too. At the moment you can just start the reload one second after the shot, cause you dont get vehicle abandon anymore. |
Im not sure what this change would even accomplish. If you want to get sappers to repair UC or do other stuff like mines, you can just build them as first oder second unit. Starting with sappers is combatwise worse than current Section. So whats the point of this change? Nerf Brits early game?
Im ok with this change if Brits get other things like stock land mattress/snare on sections, so Okw doesnt get dumbstered while Ukf is better overall. But this change alone seems worthless for me. |