The mod team's balance patch to Tommy was wrong
Posts: 810
Without any alternatives, the mod team recklessly nerfed Tommy and wanted to add a strange new unit called Assault Officer.
What is Tommy?
Tommy was designed from the start to be a high-end infantryman, able to deal with all German infantry with this unit.
Instead, Tommy can project that power only inside the cover and has to invest a lot of resources(high build cost, bolster upgrade, weapon rack and grenade, Tactic choice, Self-healing created to save even a small amount of MP due to high costs)
Let's check the other factions
USF) Goood and high repair speed LV + strong BAR rifles
Sov) Super OP conscript(more powerful than regular soldier) + stallin's man-havest machine T70 + 2cp Godrifle and Shocking smg trooper
yep, Other factions have no worry about mid-game infantry fighting(If you are struggling with something, it's a L2P or enemy is better than u)
but UKF?
The only unit that can be used for infantry fighting is Tommy
UKF must deal with all types of axis infantry with only Tommy basically
It is not easy to use other types of infantries because they are commander call-in unit
The choice shouldn't be essential, there should always be an alternative, but is it really there?
Was Tommy's nerf the right decision? Ass officer? stop kidding haha
There are Vickers and Sniper, but Vickers is a weapon team and Sniper is not a common unit
So, was Tommy the problem with the old stat? Some are correct
Through the Bolster upgrade, Tommy became more powerful in the mid-game, and axis users who had difficulty fighting infantry had to use LV forcibly
and UKF just build AEC to counter it, Ez game
Do you have any idea what I want to say?
I don't want to write any longer, so let me just tell you the conclusion
1) Revert the Tommy stat and cost
Don't mess up the unit concept
Moving accuracy buff is useless and not fit with tommy's concept
And nobody want to use strange "Ass officer"
If old Tommy Stat is really annoying, you can increase the cost(280/28->280/29)
2) Bolster upgrade need to be delay(Platoon CP -> Company CP)
The problem is not Tommy, Bolster upgrade timing was too fast and easy to got it
Delay the timing and nerf the upgrade time
3) Bren should get buff slightly
45->50muni, little accuracy buff
4) Add more option for Vickers LMG
UKF need more commander for Vickers LMG
Posts: 498
(also, iirc the vickers is only about 15% better than bren while being 33% more expensive, a pair of commando brens is still better than triple vickers on sappers while costs only half of the muni).
Posts: 810
I think you missed the point. Ass officer is being added to give UKF a decent non-doc cqc unit, which the faction really needed. This should make balancing tommies in the future easier too, as the mod team won't have to consider cqc capbility as much as before.
(also, iirc the vickers is only about 15% better than bren while being 33% more expensive, a pair of commando brens is still better than triple vickers on sappers while costs only half of the muni).
The problem with UKF at the moment is not lack of CQC units
Even if the UKF has 'ass officer' added, the UKF's situation will not change at all
Posts: 3588 | Subs: 3
Posts: 731
Posts: 2358
Everyone will agree that UKF is a tough time
Not really, not everyone, not even close.
I think you missed the point. Ass officer is being added to give UKF a decent non-doc cqc unit, which the faction really needed.
This.
It was also stated: "The officer is a CQC defensive squad" roughly speaking.
Completely disagree with everything.
+1
Posts: 1096
However, Tommies are a tricky one to balance. Personally I'd just ditch the cover mechanic and tweak it from there.
Posts: 132
Posts: 810
Not really, not everyone, not even close.
This.
It was also stated: "The officer is a CQC defensive squad" roughly speaking.
+1
Perhaps UKF might be strong in low-ranking games
Posts: 2358
Perhaps UKF might be strong in low-ranking games
Oh, it is not. But sadly its not either the weakest faction on highskill games. You should know that if you played all the factions in the game instead.
PD: What a weak answer to a simple "disagreeing" person. This reinforces my point that your original post is simply false/wrong
Posts: 1220 | Subs: 1
"The officer is a CQC defensive squad"
Still, he is called "assault officer", a little bit of confusing :v
The more i try, the more i'm kind of agree with viper about lowering power level in exchange for not being limited to 1 on the field. Like, make the assault section stock at T0 but without wp nade and Thompson upgrade, require platoon CP to be built, lend lease assault regiment then will allow assault section to be built without platoon CP at a faster speed and unlock the Thompson upgrade.
Posts: 3423 | Subs: 1
but UKF?
The only unit that can be used for infantry fighting is Tommy
What the hell happened to commandos?
UKF must deal with all types of axis infantry with only Tommy basically
It is not easy to use other types of infantries because they are commander call-in unit
You just listed shocks and guards for soviets...?
I think UKF is the weakest faction overall, but it's not as bad as you suggest. They are still viable in team games imo
Posts: 1002 | Subs: 2
The more i try, the more i'm kind of agree with viper about lowering power level in exchange for not being limited to 1 on the field.
The limit of 1 is very relevant to the intention of the addition though. The idea is that UKF should have a tool to deal with CQC situations, but without potentially turning them into close quarters powerhouses. The limit of 1 means (hopefully) that you can match cqc squads in a 1 on 1 when you need to, but without having UKF compositions potentially being made up of close quarters specialists.
Posts: 833
this would also fix UKF popcap issues lategame without 4x bolster tommy that cost almost as much as pgrens in popcap
Posts: 3423 | Subs: 1
The limit of 1 is very relevant to the intention of the addition though. The idea is that UKF should have a tool to deal with CQC situations, but without potentially turning them into close quarters powerhouses. The limit of 1 means (hopefully) that you can match cqc squads in a 1 on 1 when you need to, but without having UKF compositions potentially being made up of close quarters specialists.
I think you guys have the right approach there. Not to mention there's multiple doctrines ppl can choose if they feel they need more CQC, which is already what the other factions have to do anyway
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