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UKF in ML so far...

18 Apr 2021, 13:04 PM
#21
avatar of Protos Angelus

Posts: 1515

People that play for money would screech and scream if the Brits were strong in 1v1. Basically, the 1v1 mode aims for the purest of mirror matches. Anything less than that is OP or UP. You can't have asymmetrical balance with 5 factions and have it completely balanced across the board. It's just not gonna happen.



This can only occur with a symmetrical balance (same units in different outfits with slightly different abilities). You can't have asymmetry and balance in a videogame. Art? Sure. Video games? Nah. Combine that with the fact that the team behind the balance is only concerned about 1v1 because all their friends play it, I seriously doubt the game can progress in a more fun way.

Pretty much each patch since Sturm and his merry gang started balancing was:
"... more in line with..." --> Read: Copy-paste stats
One big cookie cutting business, the lot of them.
18 Apr 2021, 13:07 PM
#22
avatar of blvckdream

Posts: 2458 | Subs: 1

Remove section cover bonus, make sections 5men regardless of Bolster and balance them around them being 5 men, give sections snares, remove sections trenches, remove sappers snare, put UC in T1, nerf the shit out of the AEC, nerf hunt, put mortar team in T1, put every UKF emplacement in Advanced emplacements doctrine, remove phosphorus rounds from Comet, put land mattress in T2 and make it a useful non cheesy unit.

Anything less than that is not acceptable. Better have a dead Brit faction than an OP Brit faction.


So basically remove everything that makes UKF unique then? I think I would give this idea a pass.
18 Apr 2021, 13:29 PM
#23
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3



So basically remove everything that makes UKF unique then? I think I would give this idea a pass.


Cancer cells in the body are also unique. I would highly recommend you don't keep them around though. It's the same for UKF's "uniqueness".
18 Apr 2021, 13:43 PM
#24
avatar of ZeroZeroNi

Posts: 1563

Why cant we revise the brits to play more offense orientated. The 2 factions Brits fight are defensive in nature. Would it not be better to redesign brits as less mobile but hardier version of USF.
18 Apr 2021, 13:49 PM
#25
avatar of Katitof

Posts: 17914 | Subs: 8

Why cant we revise the brits to play more offense orientated. The 2 factions Brits fight are defensive in nature. Would it not be better to redesign brits as less mobile but hardier version of USF.

OKW is as offensive as it gets.
And both, USF and Sov are already pretty offensive, tho its dynamic for soviets, switching between offensive phase and "hold out until next tier" phase.
18 Apr 2021, 14:07 PM
#26
avatar of ZeroZeroNi

Posts: 1563

jump backJump back to quoted post18 Apr 2021, 13:49 PMKatitof

OKW is as offensive as it gets.
And both, USF and Sov are already pretty offensive, tho its dynamic for soviets, switching between offensive phase and "hold out until next tier" phase.

OKW is not as offence orientated as USF or Soviets, though can exert more aggression than OST.

I was sure I used words like orientated to avoid confusion. Every faction has stages where they exert aggression and have sit back and hold the line a bit.

What I meant was to turn UKF some where between USF and Soviets.

Not as Tanky as Sovs also not high fire power as USF but more firepower than Sovites and Less fragility compared to USF.

UKF armor is already in between USF and Soviet. Medium and TD is better than SU but weaker than USF.

Maybe also throw in the mattress as a default unit.
18 Apr 2021, 15:08 PM
#27
avatar of SkysTheLimit

Posts: 3423 | Subs: 1


So basically remove everything that makes UKF unique then? I think I would give this idea a pass.

Based on how much more unique the 3 added factions used to be, I'm not sure that's a good reason anymore

I agree I would prefer the factions to have flavor. But the flavor of all 3 WFA factions was hilariously OP at some point or another, and here we are

Alpha Brits were very unique and completely absurd. Like even for an alpha I can't believe the faction was ever in that state
18 Apr 2021, 15:34 PM
#28
avatar of GachiGasm

Posts: 1116 | Subs: 1


Alpha Brits were very unique and completely absurd. Like even for an alpha I can't believe the faction was ever in that state


Helped with sales tho
18 Apr 2021, 16:43 PM
#29
avatar of adamírcz

Posts: 956

One think that Im sure would help would be capping speed boosts for some of their units

Otherwise, im not sure how to help Brits 1vs1 performance without making them unstopable in teamgames, where the faction does way better
18 Apr 2021, 16:59 PM
#30
avatar of leithianz

Posts: 472

One think that Im sure would help would be capping speed boosts for some of their units

Otherwise, im not sure how to help Brits 1vs1 performance without making them unstopable in teamgames, where the faction does way better


I think it's better to remind you that UKF also happens to have constantly lowest WR in 4on4 & 3on3. (apart from 1 or 2 weeks of exception of second to the lowest!)

https://coh2stats.com/stats/week/1617580800/4v4/wermacht
18 Apr 2021, 17:07 PM
#31
avatar of adamírcz

Posts: 956



I think it's better to remind you that UKF also happens to have constantly lowest WR in 4on4 & 3on3. (apart from 1 or 2 weeks of exception of second to the lowest!)

https://coh2stats.com/stats/week/1617580800/4v4/wermacht


Hmm that kinda surprised me

Thx for info

Edit: Well, in that case, start by reverting the nerf of AEC (and Puma) I guess
18 Apr 2021, 19:14 PM
#32
avatar of IntoTheRain

Posts: 179

One thing that caught my attention but isn't talked about much is just how bad the base arty is. Its supposed to be a core component of the faction, and justifies the lack of stock mobile indirect, but its basically been sidelined into a joke.

Having to cast it from relatively short range means you never use it like actual artillery, the smoke telegraphs that its coming, and it costs munitions both to upgrade and use the ability. Even when you do get it off, the slow arrival time means they have ample opportunity to move, making it little more than a repositioning tool.

The Smoke suffers from the same problems. You can't get close enough to an MG to drop it without getting suppressed, and the delay is so long you often get pinned even if you do.
18 Apr 2021, 19:50 PM
#33
avatar of general_gawain

Posts: 919



Hmm that kinda surprised me


Why are you suprised?

Soviet is the best allied around faction for 3vs3/4vs4, with the right doctrine choice you have nearly all the tools your team needs -> check

AEF adds Priest/ToT or Calliope/Ranger plus nondoc Jackson and nondoc recon, thus beeing a good addition for soviet mates -> check


What does UKF has to contribute to the late game?

Comet? -> mutiple Comets will loose to multiple Panthers, use TDs instead
Firefly as TD? -> Jackson is better overall
Churchill? -> there is an Elephant pretty much every game plus Panthers with high penetration, take it to vet the opponent tanks
Valentine? -> Priest is way better
strong offmaps? -> Soviet/AEF have either cheaper versions with same outcome (destroy howitzer) or better ones (destroy tanks)
17pdr/Bofors Emplacements? -> LefH in pretty much every game


UKF just can't compete with team value of Soviet/AEF. Sad.

18 Apr 2021, 19:55 PM
#34
avatar of Jilet

Posts: 556


snip


TBH, we all have PTSD from release UKF, post nerfs UKF etc. It is weak nowadays and I'll take it over any previous iterations of UKF.

Remembers the 16 damage infantry sections and starts shaking
18 Apr 2021, 20:10 PM
#35
avatar of general_gawain

Posts: 919

jump backJump back to quoted post18 Apr 2021, 19:55 PMJilet


TBH, we all have PTSD from release UKF, post nerfs UKF etc. It is weak nowadays and I'll take it over any previous iterations of UKF.

Remembers the 16 damage infantry sections and starts shaking


I really feel for you, I myself played 90% axis at that time since you had to wait 30min for a game if you wanted to play allied. So I know how we suffered at 3vs3/4vs4 by getting steamrolled by 3-4 Churchills or shelled to death by 100 range autofiring mortars which got 100% repair rate (Royal Engineer repair ability) while beeing on brace.
But it isn't the right way to ignore your PTDS by patching those problems away. You have to overlay your bad experiences with brand new experiences in fair matchups. Sadly versus UKF this isn't possible atm.
18 Apr 2021, 20:15 PM
#36
avatar of leithianz

Posts: 472

jump backJump back to quoted post18 Apr 2021, 19:55 PMJilet


TBH, we all have PTSD from release UKF, post nerfs UKF etc. It is weak nowadays and I'll take it over any previous iterations of UKF.

Remembers the 16 damage infantry sections and starts shaking


UKF had nothing but a history of nerfs. I'm not saying we should go back to the prev. version of the UKF. After all they all had good reason(I hope) to be patched.

However, since they nerfed so many aspects of UKF, the faction does not have it's original concept any more.
For example, IS WAS very strong against inf. when they got all upgrades, but yet they are the only mainline unit without AT nade. Which caused a lot of vulnerability.

So... since they got a lot of nerfs, I think it's time to give them a AT nade. They deserves it after all history of nerfs.

And here are some more things I believe is needed. (I'm just listing the things. Not saying all should be patched likewise.)
* AT nade to IS
* any kind of indirect fire unit. Simple mortar will do. (remove mortar pit. Don't care.)
* rollback repair speed of anvil upgraded heavy sapper.
* lower population of churchil
* buff landmattress (Did you know LM is now the only unit with reinforce cost debuff? + can be targeted/killed by tanks even when they are not decrewed.)
18 Apr 2021, 21:58 PM
#37
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

The thing with UKF is this:

As soon as the faction is strong and used in 1v1 tournaments, certain community members will cry non-stop until the faction is nerfed and no one uses UKF.

After a while, the balance team will get the idea to buff them slightly to make them viable and as soon as they are competitive in 1v1 again there will be nerfs because the whining will overwhelm every rational argument.


Let's not throw the blame on 1v1 alone. People were crying how strong they were on teamgames as well (we had some 2v2 tournaments as well).

The sad reality is that the last patch didn't have the permissions to go full deep on UKF and without a real rework out of Bolster to spread out it's powerspike towards other units and helping the faction have the right tools for teamgames (USF is in a similar spot) you won't see also any amount of commander diversity.
19 Apr 2021, 04:36 AM
#38
avatar of Grumpy

Posts: 1954



Let's not throw the blame on 1v1 alone. People were crying how strong they were on teamgames as well (we had some 2v2 tournaments as well).

The sad reality is that the last patch didn't have the permissions to go full deep on UKF and without a real rework out of Bolster to spread out it's powerspike towards other units and helping the faction have the right tools for teamgames (USF is in a similar spot) you won't see also any amount of commander diversity.


Had they gone deeper, I doubt anyone would be playing UKF at all, in any game mode. The win rates were balanced across all game modes about 3-4 years ago before the current balance team took over. However, there were a lot of things that people hated about the game. The balance team has done a good job of eliminating a lot of the frustrating things about the game, but they haven't been good for balance in 3's or 4's. There has been a lot of things that they've done which can't be blamed on Relic.

Sherman Firefly
To preserve the Firefly's role as a long range, accurate tank destroyer while making the vehicle less potent at hunting down and killing enemy tanks on the move, the following changes have been made:

- Accuracy from 0.08/0.07/0.05 to 0.06/0.05/0.04
- Moving accuracy from 0.75 to 0.55

Much too large of a accuracy nerf, often misses that last shot it needed on a Panther. Nobody really dives Firefly's so this didn't make sense.

We believe that Comet’s higher-than-average armour and mobility will still allow it to overcome the reduced range. At the same time, this will make standoffs with the more-specialist Panther more balanced.
Main gun range from 50 to 45
Population cost increased from 16 to 18
Moving accuracy from 0.75 to 0.5

Badly overnerfed. It's main gun misses way to much. The nerf's to this and the Firefly made it almost impossible to finish off Panthers if someone is playing conservatively. Conversely, Panthers are really good at diving and finishing damaged tanks.

All of the nerfs to population took 1-2 extra units away from UKF, which badly hurt them in 4v4's. It also made the Brummbar into a problem.

Brummbar
The Brummbar is having its AOE adjusted to reduce its ability to wipe out full health units on the first shot, but still able to deal significant damage on misses.
• AOE distance changed from 1.25/2.5/3.75 to 0.625/1.25/6; applies to both auto-attack and bunker-buster
• AOE damage changed from 1/0.3/0.05 to 1/0.35/0.2; applies to both auto-attack and bunker-buster

It wasn't that bad before, it maybe could have used a little buff, but the balance team went nuts with this. Even when it overshoots it does huge damage and forces retreats. It's really easy to strip away UKF's screening infantry with this. Its AOE is much better than a ML20.

Taking pyrotechnics away from Tank Hunters badly nerfed their ability to deal with the Brumbar. That nerf didn't make any sense either, as nobody was blobbing Tank Hunter sections.

Lastly, they haven't done anything to help UKF deal with howitzers. There is only one cost efficient ability for them (the one in Advanced Emplacements). The others are expensive and have really long cooldowns (except for the Royal Arty offmap, which doesn't usually kill howitzers).

This "commander" patch feels like it will be more of the same. Taking out the mobile mortar and putting in a Raid Section at 1cp feels like a nerf. In a 4v4, I usually have all the sections I need by 1 cp so the ability feels useless, unlike the mortar which was okay. All-in-all, it feels like several minor buffs to OKW and Ost with minor nerfs to UKF and USF, so the balance will get a bit worse.

19 Apr 2021, 05:45 AM
#39
avatar of mrgame2

Posts: 1794



I think it's better to remind you that UKF also happens to have constantly lowest WR in 4on4 & 3on3. (apart from 1 or 2 weeks of exception of second to the lowest!)

https://coh2stats.com/stats/week/1617580800/4v4/wermacht


but according to stats, ukf is 2nd best allies in 3v3 and tied with ost as worst on 1v1 and statically close in 2v2

didn't ukf got a recent buffs in last patch. i don't think ML so far is an indication, top players playing for money has no time to experiment.

in my 4v4 rank 400+, i got matched with 500 ranked players, i see plenty of ukf. my 4v4 rank don't mean much but..

imo as i said to reduce churchill main gun damage to 120 and revert the pop cap nerf. that should give ukf a longer late game while maintaining churchill AI damage sponge role
19 Apr 2021, 06:17 AM
#40
avatar of leithianz

Posts: 472

jump backJump back to quoted post19 Apr 2021, 05:45 AMmrgame2


but according to stats, ukf is 2nd best allies in 3v3 and tied with ost as worst on 1v1 and statically close in 2v2

didn't ukf got a recent buffs in last patch. i don't think ML so far is an indication, top players playing for money has no time to experiment.

in my 4v4 rank 400+, i got matched with 500 ranked players, i see plenty of ukf. my 4v4 rank don't mean much but..

imo as i said to reduce churchill main gun damage to 120 and revert the pop cap nerf. that should give ukf a longer late game while maintaining churchill AI damage sponge role


You should browse more, not just the week I provided.

For now, only March is available to be seen as a month stat. https://coh2stats.com/stats/month/1614556800/1v1/wermacht

Clearly the worst WR 1v1 ~ 4v4.

And idea of making one of the latest tank dmg to 120 is the most ridiculous suggestion I've ever seen. You are saying the latest tech tank with very slow movility needs to shoot & penetrate 6 shots to kill even P4?

sigh...
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