Change to Airlanding officier
Posts: 33
Assault Officer (Previously Was Airlanding Officer)
The Brits lack a dedicated close quarters squad...
-Have you forgot about Commando? Or Assault Infantry Section?? Who makes those changes?
In order to mitigate this somewhat, we have repurposed the underused...
-Operation vanguard (one of the most played commander in the british)
air landing officer into an offensive utility option for this period of the game...
-At platoon command, basically at T1 upgrade a commando like unit that can wipe an ober squad with lmg.
This should give Brit players the ability to handle close quarters situations without turning them into a close-ranged powerhouse.
-Which it will be until it get nerfed because of overuse. It was a strong, doctrinal expensive 540 manpower unit( it auto-spawn from the call in HQ Glider). UNplayed? Fine player had other option but it was fine as it is.
Now Available at the Platoon Command Post
Limited to 1
Gains an additional (5th) soldier at veterancy 2
Received Accuracy bonus at veterancy 2 moved to veterancy 3
Now gains +30% weapon accuracy at veterancy 3
Removed Smoke on Retreat at Veterancy 3
Bodyguards switched to Tommies with Unsilenced Sten Guns, same stats as Commandos
Cost from 280 to 320
Heroic Charge now functions similar to Captain’s On Me in terms of functionality; Unit will sprint, gain -20% Received Accuracy and +20% Weapon accuracy during its duration. Lasts 15 seconds.
Posts: 33
https://community.companyofheroes.com/discussion/comment/287235#Comment_287235
Posts: 3260
The Brits lack a dedicated close quarters squad...
-Have you forgot about Commando? Or Assault Infantry Section?? Who makes those changes?
Those are doctrinal units.
The balance philosophy for the past few years has been that nondoctrinal rosters should be able to function without commanders.
Posts: 13496 | Subs: 1
Those are doctrinal units.
The balance philosophy for the past few years has been that nondoctrinal rosters should be able to function without commanders.
No faction has CQB units other than engineer, since QCB units are usually armed with smgs. There are units that can fight at close range better but most of them are designed for mid/close than than for close. The argument is simply moot.
And there is a difference going from "no QCB" to the best "QCB" stock unit.
In addition the unit bring little to the table other than close DPS.
That why I have suggested a different approach proving what UKF actually need in early game, anti-garrison.
Finally it current implementation mess with two if not three commanders for no good reason.
Posts: 33
Those are doctrinal units.
The balance philosophy for the past few years has been that nondoctrinal rosters should be able to function without commanders.
Then engineer with flame, or engineer with bren gun...
Anyways was it needed? No. They felt like Brit wasn't used anough and brought an OP unit on the nondoctrinal unit. Im I right?
The latest changes have been so random it doesnt even look like they are thinking about it. Like brining the tigers at 9cp. It's not called balancing anymore they are just shuffling cards.
The real philosophy going on is the mirroring of all the faction to make them all look alike little by little. And im not liking this.
Posts: 211
Terrible performance for prcie, no camo, 4 man.
Commandos came cheaper and has better performance.
Posts: 4474
but like vipper said it needs proper balance
Posts: 211
]
Then engineer with flame, or engineer with bren gun...
Anyways was it needed? No. They felt like Brit wasn't used anough and brought an OP unit on the nondoctrinal unit. Im I right?
The latest changes have been so random it doesnt even look like they are thinking about it. Like brining the tigers at 9cp. It's not called balancing anymore they are just shuffling cards.
The real philosophy going on is the mirroring of all the faction to make them all look alike little by little. And im not liking this.
I'm going to have to call bull shit on you. You can complain about design philosphy but if the facts are wrong then we have a problem. Sappers with Bren gun is no good. Brens have innate inverse dps and Sten guns don't have much dps beyond range 15. Bren's best dps range is at max range 35. This means with a bren gun or even the heavy engineer upgradeded vickers (which has the same stats as a regular bren gun) Sappers are never at optimal range and can only be lack luster. Even with full vet and 2 brens sappers will lose to stg volks.
Flamers are also doctrinal. The point Lago was making is that there should be tools for every faction nondoctrinaly.
Brits also wasn't used. It's currently the worst 1v1 faction in the game.
Posts: 211
No faction has CQB units other than engineer, since QCB units are usually armed with smgs. There are units that can fight at close range better but most of them are designed for mid/close than than for close. The argument is simply moot.
And there is a difference going from "no QCB" to the best "QCB" stock unit.
In addition the unit bring little to the table other than close DPS.
That why I have suggested a different approach proving what UKF actually need in early game, anti-garrison.
Finally it current implementation mess with two if not three commanders for no good reason.
Laughs in Commando call in, in a heavy tank doctrine.
At this rate, most likely they are going to immplement Officer in T2 like this. Without taking in account that officer can come before Pgrens.
If there's one thing I agree with Jack is that it's going to be overused and then nerfed.
Posts: 3260
Then engineer with flame, or engineer with bren gun...
Anyways was it needed? No. They felt like Brit wasn't used anough and brought an OP unit on the nondoctrinal unit. Im I right?
The latest changes have been so random it doesnt even look like they are thinking about it. Like brining the tigers at 9cp. It's not called balancing anymore they are just shuffling cards.
The real philosophy going on is the mirroring of all the faction to make them all look alike little by little. And im not liking this.
The power level of the Assault Officer is still being tuned.
Heavy tanks were moved to 9 CP and locked to tech because they were arriving too late to be effective in team games. However, they proved too strong at that timing and are being moved back.
No faction has CQB units other than engineer, since QCB units are usually armed with smgs. There are units that can fight at close range better but most of them are designed for mid/close than than for close. The argument is simply moot.
- OKW starts with Sturmpioneers, which are decent midrangers early on, and Volksgrenadiers upgrade to midrange units.
- OST has Panzergrenadiers, which are mid-close units which beat anything short of elite CQC specialists up close.
- USF has BARs, which have a big close-quarters power spike.
- SOV has Penal Troops, which have a similar setup to Panzergrenadiers.
You can call these units whatever you want. It doesn't change the fact that UKF doesn't currently have a nondoctrinal equivalent.
That's the role the Assault Officer is intended to fill.
Posts: 4474
RE have more dps than penal at close range
Posts: 1890 | Subs: 1
Posts: 3053
No faction has CQB units other than engineer, since QCB units are usually armed with smgs. There are units that can fight at close range better but most of them are designed for mid/close than than for close. The argument is simply moot.
And there is a difference going from "no QCB" to the best "QCB" stock unit.
In addition the unit bring little to the table other than close DPS.
That why I have suggested a different approach proving what UKF actually need in early game, anti-garrison.
Finally it current implementation mess with two if not three commanders for no good reason.
Sturms are a pretty legitimate CQB unit even though they are classified as engineers, definitely on a different power level than royal engineers or pioneers. Ostheer has pgrens, which are not quite CQB units since they are only 4 men and have assault rifles but essentially fill that role since they're really good on the move and have high close-mid DPS and a good grenade. OKW and USF at least have infantry that are good close-mid as well and have good moving accuracy and slot weapons that fire on the move. Brits have only one nondoc combat infantry squad.
Then engineer with flame, or engineer with bren gun...
Anyways was it needed? No. They felt like Brit wasn't used anough and brought an OP unit on the nondoctrinal unit. Im I right?
The latest changes have been so random it doesnt even look like they are thinking about it. Like brining the tigers at 9cp. It's not called balancing anymore they are just shuffling cards.
The real philosophy going on is the mirroring of all the faction to make them all look alike little by little. And im not liking this.
Brits OP amirite. Definitely not worst faction in the game atm.
Posts: 888
Posts: 5279
UKF doesn't even have an effective long range infantry unit any more. Panzerfusilers will counter any Brit infantry and murder Tommies badly.
If the brits are going to get effective infantry they will need a cost increase, meaning over 300 per squad because cost is the only factor when it comes to infantry combat. Utility (like repairs, stun nades, mines, health packs, ignoring what little terrain effects are left, ect) don't count towards balancing a unit. More mp=simply better in combat and the higher cost MUST win regardless of tactics. I have this on very good authority from someone in the mod team. Less than a 10% difference in cost means a complete and total loss for the cheaper unit even if care is taken to use cover and catch the enemy without any. So unless the brits want to destroy their ability to win by destroying any chance at map control they are destined to destroy their chance to win by only having 280mp static infantry with next to nothing to compensate for that while the enemy has the audacity to have squads 7% more expensive at their disposal.
Posts: 13496 | Subs: 1
Air landing officer was never good.
Terrible performance for prcie, no camo, 4 man.
Commandos came cheaper and has better performance.
Actually heroic charge was very powerful and actually since the Air landing officer lack camo om can easily give brens and use him as a long range unit.
Sturms are a pretty legitimate CQB unit even though they are classified as engineers, definitely on a different power level than royal engineers or pioneers. Ostheer has pgrens, which are not quite CQB units since they are only 4 men and have assault rifles but essentially fill that role since they're really good on the move and have high close-mid DPS and a good grenade. OKW and USF at least have infantry that are good close-mid as well and have good moving accuracy and slot weapons that fire on the move. Brits have only one nondoc combat infantry squad.
Brits OP amirite. Definitely not worst faction in the game atm.
PG are not good on the move compare to CQB units they lose half their DPS while moving. Only the G43 PG are good on the move.
Posts: 13496 | Subs: 1
- OKW starts with Sturmpioneers, which are decent midrangers early on, and Volksgrenadiers upgrade to midrange units.
- OST has Panzergrenadiers, which are mid-close units which beat anything short of elite CQC specialists up close.
- USF has BARs, which have a big close-quarters power spike.
- SOV has Penal Troops, which have a similar setup to Panzergrenadiers.
You can call these units whatever you want. It doesn't change the fact that UKF doesn't currently have a nondoctrinal equivalent.
That's the role the Assault Officer is intended to fill.
Yet the officer is not mid-close oriented as all the units you mentioned but close oriented so it fills a different role.
SP and PG might beat many long range infatry at close range but if one attempts to cross open ground to attack enemy units in cover one will not go very far.
(Penals unfortunately have an almost linear weapon profile, thus they are good at all range and are not in "similar set up as PG")
In addition instead of being of power level 320 and come after t1 it could easily be toned moved at t0, where it can help vs Ass.Grenadier S.P. and vs garrison with an incendiary light gammon.
Posts: 1220 | Subs: 1
Yet the officer is not mid-close oriented as all the units you mentioned but close oriented so it fills a different role.
Alright, give the damme squad full thompson with pg's stg profile. Happy?
Posts: 1220 | Subs: 1
Then engineer with flame, or engineer with bren gun...
Never play ukf confirm.
Posts: 1220 | Subs: 1
In addition instead of being of power level 320 and come after t1 it could easily be toned moved at t0, where it can help vs Ass.Grenadier S.P. and vs garrison with an incendiary light gammon.
Om the serious side.
Even if officer is moved to T1 and toned, I will prefer to keep the light gammon bomb, it do decently vs garrison useful in more overall situations than flame nade, can be locked behind platoon CP.
Additional model then should be consider move to vet 1 since the unit have less fire power.
Recon, should be keep if possible , it is a handy tool since ukf lack direct recon options. Removed vet requirement but require company CP to be active will make it an equivalent to major.
Also, officer can use a hammer/anvil - like upgrade system, hammer provide thompson, anvil is rifles and bren.
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