[Winter Balance Update] UKF Feedback
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Posts: 3166 | Subs: 6
Scope
In regards to your feedback, please keep the following in mind:
The focus of this patch is: Core Armies, Meta Problems, And Quality of Life Improvements.
UKF patch notes:
Here is the link to the steam Preview mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2299363388
Posts: 112
There's not any damage change, but it's just a longer range?
To make it clearer, could the barrage be called 'super-charge barrage' or similar? 'heavy' implies it deals more damage.
Posts: 1304 | Subs: 13
Mortar emplacement
There's not any damage change, but it's just a longer range?
To make it clearer, could the barrage be called 'super-charge barrage' or similar? 'heavy' implies it deals more damage.
The UI could be touched up. It seems we forgot to mention those rounds are essentially 120mm Soviet Mortar rounds. Will be sure to touch that up soon.
Posts: 112
The UI could be touched up. It seems we forgot to mention those rounds are essentially 120mm Soviet Mortar rounds. Will be sure to touch that up soon.
Awesome! And nobody will look close enough at the models so just describe it as this https://en.wikipedia.org/wiki/ML_4.2-inch_mortar
Posts: 211
Posts: 112
Trenches build as fast or faster than sandbags when sections are 5man.
When 4 man too. Extend trench build time by the same proportion as sandbags have been?
Posts: 731
Posts: 62
Posts: 1220 | Subs: 1
Posts: 1220 | Subs: 1
About the heavy engineer upgrade, since the speed penalty is being removed,i think the vicker K should be removed as well, The sapper's vicker k is not strong and doesn't help with the smg loadout of the squad, and it come very late to be a power spike. in exchange, upgrade cost can be decreased, like from 60 to about 45 muni, and the squad's name can be change to "experts engineer training" to get rid of the "heavy" nature - indicate thay they are nolonger slow.
Posts: 83
Posts: 1220 | Subs: 1
Posts: 8154 | Subs: 2
Will a bolster rework be consider? I mean It is the biggest core issue of the faction and this may be the last chance it can have ?
+1
Idea: Make the 5th man optional for IS for no cost (after researching the upgrade) but it occupies 1 weapon slot with say the "scoped" Lee Enfield (which was basically the same as vanilla). (optional) Increase the cost and improve the Bren.
Then you have to opt between double Brens at 4 man or 5 man squad with only 1 weapon.
MAYBE same principle applying to Royal Engineers.
In this way you have more room to adjust the units without been scared of how much they end up scaling when they are able to get the 5th man upgrade.
Posts: 84
Posts: 1220 | Subs: 1
- Bolster research removed.
- Medic section removed (other healing options are already available).
- Grenade tech unlock "rifle section" upgrade for 45 muni on tommy, add a scope enfield (no sniping model, just some acc/sight bonus) take up 1 (or event 2) slot, allow reinforce to 5 man and unlock base arty.
- Weapon rack research unlock "weapon section" upgrade on section for 25 muni, add a 5th man without taking slot, allow for 2 bren setup.
- Sapper can be 5 man default or getting 5th man via sweeper/heavy sapper upgrade. This also get rid of issues with 5 man double PIAT + snare carrier and 5 man flame squad.
- Rifle/Pyro and weapon sections upgrade can be further distinguished with some small exclusive bouns. For example, pyro section can gain back 1.25 cap rate, or have a sight bonus, or moving acc bonus, while weapon section can have 1.25 built speed for bags/trench (wont be too much since bags and trench build time was increased in general)
Posts: 179
As others have suggested, Bolster should have replaced the medical upgrade. With Base healing finally being practical for UKF, keeping it on sections is silly. As others have suggested, this should be replaced with the bolster upgrade and it should take a weapon slot.
Second, why are they so squeamish about adding a mobile arty option for UKF? There's no reason the Land Mattress can't be reworked and moved into the faction. Nerf its barrage size, range, add suppression and reduce its reinforce cost, and you have a mini Panzerwerfer that could pin positions while infantry advance on them.
Third, they really need to look at Brit pop capts. Their 100/100 army is tiny, and reducing the Churchill's pop by 1 isn't really gonna cut it. By bringing sections in line (along with the other suggested nerfs) they can actually take a look at the pop cap and maybe open up enough room for a maxed out Brit army to field another unit.
Posts: 1220 | Subs: 1
Second, why are they so squeamish about adding a mobile arty option for UKF. There's no reason the Land Mattress can't be reworked and moved into the faction. Nerf its barrage size, range, add suppression and reduce its reinforce cost, and you have a mini Panzerwerfer that could pin positions while infantry advance on them.
+1 on Stock land mattress, the heavy mortar barrage is just strange. Event as it is now in doc, it still meh at best. Reduce it a bit, add suppression and put it in company CP after anvil or hammer teched. The empty slot in mobile assault can be replace by mortar cover from commando reg, totally good ability that being waste by being in a too muni heavy doc.
Further more about the heavy mortar barrage, patch note said it have 180 range but currently it is same with normal barrage. And it fire a mix of heavy shell abd light shell, which is weird. Hope that will be addressed.
Posts: 486
First, I don't understand why sections are getting off this lightly. Even out of cover, they are superior to all other mainlines.
As others have suggested, Bolster should have replaced the medical upgrade. With Base healing finally being practical for UKF, keeping it on sections is silly. As others have suggested, this should be replaced with the bolster upgrade and it should take a weapon slot.
Second, why are they so squeamish about adding a mobile arty option for UKF. There's no reason the Land Mattress can't be reworked and moved into the faction. Nerf its barrage size, range, add suppression and reduce its reinforce cost, and you have a mini Panzerwerfer that could pin positions while infantry advance on them.
Third, they really need to look at Brit pop capts. Their 100/100 army is tiny, and reducing the Churchill's pop by 1 isn't really gonna cut it. By bringing sections in line (along with the other suggested nerfs) they can actually take a look at the pop cap and maybe open up enough room for a maxed out Brit army to field another unit.
Last i checked, Sections WERE in line with other infantry, 8 pop for 5 men. Pgrens are 8 for 4. Rifles 7 for 5. Only exception is maybe engineers, where UKF NEEDS 2 late game for snaring coverage. As was their entire infantry team. The problem was they always needed "n+1" tanks to deal with "n" tanks, meaning they always felt like they needed 120 pop. Exceptions are the Comet and the Valentine, which are pretty pop efficient for a British vehicle (multi-purpose, tough for their tine slot). Centaurs, Cromwells, Fireflys, and Churchills are just over poped for their practical potency. The Crocodile is a clear outlier(keeping THAT beast at 19 makes some sense, its do effective)
Posts: 486
(And give an intuitive way to achieve the garrison bonus and where to put medic.)
Also, change predicted MG profile on the trench placement to the Vickers, not the MG42. Vickers is slightly wider. Easy QoL.
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