There were similar arguments for "retaining uniqueness" by keeping OKW's resource penalty, thankfully those never won out. Bad design doesn't warrant workarounds to keep it viable.
Opinion of the month.
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There were similar arguments for "retaining uniqueness" by keeping OKW's resource penalty, thankfully those never won out. Bad design doesn't warrant workarounds to keep it viable.
Posts: 2358
There were similar arguments for "retaining uniqueness" by keeping OKW's resource penalty, thankfully those never won out. Bad design doesn't warrant workarounds to keep it viable.
Posts: 1794
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Posts: 17914 | Subs: 8
emplacments are too cheap and too effective....350mp for 2 mortars with no bleed?
Posts: 2243
Stop building only exmplacements in your games as ukf and you will see they are not too cheap.
Stop being afk with all infantry blobbed and you'll see they are as effective as single mortar of any other faction, except completely immobile and the moment you lose ground, instead of losing 20-60mp, you're losing 350.
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Some on the fly ideas from me personally to help make UKF better (even though I think they're not that bad, especially not in teamgames), to fill up some holes and weakness in their early and mid game:
- Perhaps a very small (5-10%) cooldown bonus when in cover, so 4 men Infantry Sections in the early game feel just a bit better, without having much of an influence on performance when they are Bolstered and/or with veterancy and weapon upgrades;
- Smoke barrage added to Pyro Infantry Sections, to substitute the lack of easily accessible indirect fire. Would help to fight HMGs, but by being a barrage and having a delay and shared global cooldown, would prevent it from being spammed like back when Riflemen all had smoke grenades;
- Veteran Squad Leader upgraded added as third option for Infantry Sections; replaces one Lee Enfield with a Thompson, gives the squad a small DPS bonus, and removes the out of cover and movement penalties. Basically a way to make some squads more mobile and less vulnerable to indirect fire, with an STG44 Volksgrenadier-like DPS profile;
- An affordable medic upgrade for the HQ that adds two medics to help heal up support weapons and engineers, because even though Infantry Sections heal is great for frontline healing, it's usually quite hard to keep all other troops healed up;
- Removing grenades tech and making grenades available stock after researching T1, as I don't feel the upgrade is cost effective anymore now that IS spam is no longer a viable strategy. It'd help IS fight elite and CQC infantry without having to invest extra resources;
- Assault Sections changed to 0CP call-in infantry, to give UKF more diverse and surprising opening strats, and help them start on certain CQC orientated maps, even if only in one commander.
Ideally Bolstered would be overhauled so it'd become something that's an interesting and strategic choice, rather than being a mandatory upgrade, but I think that would be a very extensive and risky thing to do, so I'm not sure if that'd be possible or desirable at this point.
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Dose it cost nearly double the price of a normal mortar and cant move? Yes.
Posts: 17914 | Subs: 8
2 mortars is 480 manpower so no.
Posts: 13496 | Subs: 1
2 mortars also beat it without much of a sweat so...
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So nothing..., a mortar pit simply does not have a cost that is "nearly" double of a single mortar.
I am simply pointing out that the claim in false.
I see little reason why a mortar pit should be able to beat 2 mortar on it own.
Posts: 13496 | Subs: 1
You forgot the "it cant move" part in my reply ...
and i not event say that the mortar pit can beat 2 other mortars, i say it can beat ONE.
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Posts: 17914 | Subs: 8
So nothing..., a mortar pit simply does not have a cost that is "nearly" double of a single mortar.
I am simply pointing out that the claim in false.
I see little reason why a mortar pit should be able to beat 2 mortar on it own.
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Posts: 13496 | Subs: 1
It doesn't, it doesn't also have performance to beat 2 mortars/be as efficient as 2 mortars, which was also a claim.
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well yes it beats 2 mortar, just use the extra range
It doesn't, it doesn't also have performance to beat 2 mortars/be as efficient as 2 mortars, which was also a claim.
Posts: 17914 | Subs: 8
well yes it beats 2 mortar, just use the extra range
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Infantry is too expensive. A fully upgraded section costs 50 fuel ( 5 men squad + bren upg) + 90 munition and they can't shoot on the move. LEIGs and mortars having a field day. I play complete noob with 2 LEIGs and it takes forever to win. He is not even micro-ing them. I have no counter since they shoot from base. For the first 20 minute UC is the best unit on the field literally. The MG can't suppress nothing on time. They die as easy as grens, their performance is not reflected in the cost. The only practical tanks are churchill and FF but they come very late..if you survive to that point you adversary is a noob anyway. They are just a meh faction. When i play them it's like i try to run with my feet tied up.
With WM i rarely lose to rank 500 if ever. With brits i almost always lose to rank 500 and even worse. I know i suck but so are my opponents
Oh and also they don't have a light vehicle that can properly handle infantry. have to do with AEC until T3. but AEC costs tons of fuel for what it can do. I think T70 has almost the same price but T70 is a beast.
also until the section are fully upgraded you can't really handle blobs, WM and OKW. complete noobs just attack moves and i can't stop them.
very frustrating faction to play.
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2 mortars also beat it without much of a sweat so...
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