UKF are not the worst faction. People just got used to how op sections were and are unable cope with this change.
Kind reminder that you’ve played 0 automatch games as UKF.
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UKF are not the worst faction. People just got used to how op sections were and are unable cope with this change.
Posts: 1563
UKF is easily the worst faction and has been for years. That's rarely a controversial statement outside the most hardcore of faction one-tricks.
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Kind reminder that you’ve played 0 automatch games as UKF.
Posts: 3260
Sadly I don't have brits. Nor do i intend to.
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Posts: 1563
3 reasons:
1: CP/MP costs. Commandos arrive later and are more MP to acquire. Falls arrive earlier and are cheaper, which makes going for double Falls perfectly viable, as you can survive until 2cp with minimal spending on other units. Stalling for Double Mandos on the other hand isn't that viable since you will have to invest more in other units to survive until 3CP.
2: Fausts are a much bigger deal than you think they are. UKF is absolutely dying for snares, often having only 2 squads that have one, or just 1 if you are going double Mandos. OKW on the other hand going for double Falls will have 5 units with faust easy, 2 of which have stealth.
3: Commandos are in UKF.. which is a bad faction.
Posts: 2693 | Subs: 1
Ok, but who says you have to stall for any units. But UKF have better infantry, better light vehicles, earlier mediums, A not so worthless panther, better elite infantry, much better rocket arty(doctirnal) than ostheer. How are they a BAD faction???
Posts: 1563
You stall for the unit so you can get more than 1. The more of these elite anti-infantry units you have the better, since together they are more likely to wipe an enemy squad before the enemy responds - however, if you first have to get a large number of regular infantry units, you can't get more than 1 of the elite infantry units because you'll run into Man Power problems for other units like tanks and AT guns.
As for why UKF is bad:
- No stock assault troops. The only stock unit that has a close range weapon doesn't have grenades either.
- Overly punishing cover mechanics which makes Tommies very vulnerable against assault troops when caught in the open (to get decent DPS you first need to get to cover, by that time the assault troops are already in grenade throw range) and make them poor at flanking.
- No stock elite infantry
- Short on anti-tank snares compared to all other factions
- No useful stock anti-garrison tools
- Awkward healing mechanic which makes using units like snipers more micro-intensive.
- Multiple stock units are useless in 1v1s like Bofors and 14 pounders, and some stock units are exclusive which limits flexibility.
- Mortar pits aren't great and they can't be because their design sucks.
Posts: 1096
Your the brits why would you be attacking.
Posts: 1563
Imagine the enemy has taken a point or has a point you want. You would find it hard to 'defend' them into giving it back.
Plus as you proudly stated earlier, you don't own or intend to own the UKF faction which is pretty damning.
Posts: 2358
Yes. It's the faust.
More specifically, it's the combination of high CQC firepower, cloaking and the faust. That combination gives you no hard counter until medium armour.
That made them about as popular as snipers.
Posts: 3588 | Subs: 3
Is it possible to change the falls damage output curve to be something in between stgs and lmg42?
Posts: 3260
Imagine thinking Falls DPS are problematic but other squads like lmg paratroopers aren’t.
Ok, but who says you have to stall for any units. But UKF have better infantry, better light vehicles, earlier mediums, A not so worthless panther, better elite infantry, much better rocket arty(doctirnal) than ostheer. How are they a BAD faction???
Posts: 3588 | Subs: 3
LMG Paratroopers have no snares and no cloak. That means you can counterplay them with CQC infantry
Posts: 3260
LMAO
You poor child. If only you knew.
Posts: 3588 | Subs: 3
The Paratrooper M1919 does less damage than the basic Paratrooper carbine at close range.
So unless you want to make the claim that stock Paratroopers can somehow take down CQC troops, you can put your petty condescesion back in its box.
Posts: 785
I’ll give you a hint since you’re not too into usf paratroopers: it’s an ability
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Suppressive fire at short range is a good way to get naded, idk about using that ability.
And the cooked grenade itself is a far cry from the same-cost nukenade, if you meant that.
(Honestly though I would prefer that Paratrooper upgrades were less of an end-all for the unit; i'd prefer tactical advance be moved to rangers and Paratroopers just get two or three thompsons and a smoke grenade/sprint or 1 LMG and suppressive fire)
Posts: 3260
I’ll give you a hint since you’re not too into usf paratroopers: it’s an ability
He said counterplay them, not show up within 5m and throw nukenade before paras react.
Anything other than that and Paras laugh at CQC infantry trying to close in.
Posts: 3588 | Subs: 3
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