Winter balance (1/2020) feedback - UKF
Posts: 211
If it does get shared vet in its current iteration, it shouldn't.
Vet not upgrades is what will carry the Air Landing Officer through so it should fight for its Vet 2-3 that can destroy other CQC units.
ALso it'll make it more punishing to lose the squad.
Edit: if you want to see some UKF winter balance patch games in action the Winter Preview Amateur tournament has officially started and people seems to lean towards trying UKF. https://discord.gg/e8cEHkd
Posts: 13496 | Subs: 1
Churchill Crocodile
CP requirement from 9 to 12
Croc seems to be less powerful than other Super heavies maybe reduce CP to 11 or give it discount?
Airlanding Officer
1) Reinforcement cost reduction is good change for CQC maybe it could even lower
2) Sten mid DPS 137% is a step in the wrong direction the brute force of the unit should be reduced not increased. At the very least reduce the close DPS
Medics
Auto Search Healing toggle now roots the squad to the target position.
The chance seem to have made made medic more difficult to use since they will stop healing if the unit moves.
I would suggest they get work similar to Major placing a banner and moving around it to heal
Commando and HQ Glider
Can now be repaired.
HQ Glider
Suggestion:
Allow glider to be dropped in Base sector
Change crew of team weapons to Commandos
Replace the stat of ATG with a copy of USF ATG (although the ATG used had the MK III carriage and the model can not probably be modified)
Maybe change the commando squad with a 4 men squad with rifles bren and not camo as a long range elite infatry to reduce overlap with Commando regiment.
OR simply move the glider to Commando regiment replacing either smoke raid operation or assault that might prove problematic with the new moving accuracy of tommies. One could even add the pack howitzer in HQ glider if it was moved to commandos which was designed for air transportation (not a good idea if it stays in Vanguard).
British M5
CP requirement from 2 to 3
Nice to see that what I suggested in preview is applied
Assault Section
Veterancy 3 weapon accuracy from +40% to +30%.
Tank Hunter Tommies
Change the vet bonuses of the unit.
British Platoon and Company Command
Now grants half a CP upon completion.
Posts: 810
The base can produce all of these units anyway, so what's the point of this?
MG and ATG is not needed
HQ glider need Motar team and commando
Posts: 1220 | Subs: 1
About UI, currently, officer's symbol have a parachute and 3 square, indicate that he have rank of captain. As the unit is now stock, i suggest give him a new symbol of just 2 square, get rid of the parachute and show that he now a lieutenant - platoon officer.
Repairable gilder is a straight forward step, very nice. But built-able MG/AT is a downgrade. At least, crews should be commando models with some bonus like faster setup/teardown time, more accuracy, rate of fire,etc. And a mortar should definitely be in there. Cp requirement of HQ glider can be down to 2, if it only produce team weapons. Or, like Viper said, a 4 man commando squad with rifle and elite bren tag.
AT section now can scale in to late game, very nice.
Posts: 1220 | Subs: 1
Posts: 34
HQ glider : Can now train MGs and ATGs that will spawn at the glider.
The base can produce all of these units anyway, so what's the point of this?
MG and ATG is not needed
HQ glider need Motar team and commando
First of all, you can still build commando from the glider despite the notes reading otherwise.
In terms of being able to build AT gun and MG from the glider, I would go as far as to say that this is one of the most interesting additions to the faction in a long time.
The reason for why that is the case is because UKF is most effective when they can take up a good position early game, and hold such position until mid game where you will be able to field more units. However, against early light vehicle builds, the time it takes for the AT gun to move up from base to the position leaves a big hole in the line for exploit. Being able to build and spawn the AT gun from an advanced position potentially fills the hole and opens up the possibility for much more aggressive play style.
Posts: 626 | Subs: 1
Ok, officer reinforce cost reduce is good and 30 is reasonable for that power lv. As i understand, reduce in vet 3 bonus but at the same time increase mid dps is an attempt to improve performance at vet 0 and tone down vet 3. Still, i dont know how this change will turn out but i'm starting to feel a bit like viper's concern.
About UI, currently, officer's symbol have a parachute and 3 square, indicate that he have rank of captain. As the unit is now stock, i suggest give him a new symbol of just 2 square, get rid of the parachute and show that he now a lieutenant - platoon officer.
Repairable gilder is a straight forward step, very nice. But built-able MG/AT is a downgrade. At least, crews should be commando models with some bonus like faster setup/teardown time, more accuracy, rate of fire,etc. And a mortar should definitely be in there. Cp requirement of HQ glider can be down to 2, if it only produce team weapons. Or, like Viper said, a 4 man commando squad with rifle and elite bren tag.
Like the idea of a officer being better at mid range but then you cannot keep him so strong at closest distance. Before it was kinda okish with high reinforcing cost but not it cannot be such a wipe mashine. Need another nerf to compensate.
Glider with buidable units in tech structure without even visiual or performence change. Well, sorry but its lame. You have almost endless list of options:
1. Motar team - must add unit
2. Mobile inf AT squad
3. Better version of team weapons.
4. Add recon Infantry Section with upgradable scope rifle (copy paste Jeagers) - keeps Vangurard theme
5. PakHowi
5. Even jeep/WC
Crewed visually by commando style units.
As Viper said, it should be able to drop in base sector (after release glider was giving a resources buff so that made sense back then but not anymore.
Posts: 1614 | Subs: 3
British
HQ Glider
Suggestion:
Allow glider to be dropped in Base sector
Change crew of team weapons to Commandos
Replace the stat of ATG with a copy of USF ATG (although the ATG used had the MK III carriage and the model can not probably be modified)
Maybe change the commando squad with a 4 men squad with rifles bren and not camo as a long range elite infatry to reduce overlap with Commando regiment.
OR simply move the glider to Commando regiment replacing either smoke raid operation or assault that might prove problematic with the new moving accuracy of tommies.
I think italicized suggestion would be a good idea to prevent Vanguard from becoming a no-brain doctrine pick like some other factions have. It already has UKF's heavy, a very strong off-map and their strongest infantry that was previously only balanced by cost. Removing camo and turning the glider squad into some long range specialist squad would keep Commando Doctrine's niche, as long as said squad isn't too spammable.
Posts: 366
In this case both vanguard and commando regiment would benefit.
Posts: 13496 | Subs: 1
Posts: 2458 | Subs: 1
Also glider without Commandos is questionable considering it can't be repaired and is so fragile.
Posts: 13496 | Subs: 1
I find the UKF officer to be really awkward to use. It needs a lot of babysitting until it reaches vet. I also haven't seen it used effectively in the balance preview streams I watched.
Also glider without Commandos is questionable considering it can't be repaired and is so fragile.
HQ Glider can be built commandos, HMG, ATG and can be repaired.
Posts: 2458 | Subs: 1
HQ Glider can be built commandos and can be repaired.
I didn't know it can be repaired, fair enough. It's still very fragile, takes up lots of room and annoying to use because of pathfinding and the damage on landing. It just feels awkward to me.
Posts: 13496 | Subs: 1
I didn't know it can be repaired, fair enough. It's still very fragile, takes up lots of room and annoying to use because of pathfinding and the damage on landing. It just feels awkward to me.
Maybe I was not clear it can be repaired in the winter mode...
Patch notes:
Commando and HQ Glider
Can now be repaired.
Posts: 2458 | Subs: 1
Maybe I was not clear it can be repaired in the winter mode...
Patch notes:
Commando and HQ Glider
Can now be repaired.
Yes I missed that.
My point still stands.
I have doubts about the UKF officer is turning out to be the unit it needs to be.
I would prefer it if it was more like a Pgren squad with more spread out damage profile + smoke grenade instead of gammon bomb + stronger performance in early game but less late game scaling.
That way it would be way easier to use it and it would require less babysitting. Also the smoke grenade would help a lot.
Also not a fan of the base medics. I still don't understand the point of them.
Posts: 13496 | Subs: 1
Yes I missed that.
My point still stands.
I have doubts about the UKF officer is turning out to be the unit it needs to be.
I would prefer it if it was more like a Pgren squad with more spread out damage profile + smoke grenade instead of gammon bomb + stronger performance in early game but less late game scaling.
That way it would be way easier to use it and it would require less babysitting. Also the smoke grenade would help a lot.
Also not a fan of the base medics. I still don't understand the point of them.
Well I have pointed the same things about the officer and Medic.
Although my suggestion for the officer is simpler. 5 men unit similar to assault section available from T0 and with an incendiary gammon bomb (copy of VG's grenade )available from start.
That should cover the basic UKF needs of early game. Defense vs SP/assault grenadier and anti-garrison utility.
Posts: 1890 | Subs: 1
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