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What is point of Raid Section?

3 Jul 2021, 14:52 PM
#1
avatar of leithianz

Posts: 472

DPS at ranges 0/10/15/20/25/30/35: 6.2/4.73/3.53/2.87/2.39/2.00/1.686

It's basically inferior DPS version of rifle man WITHOUT NADES.

What is the point of this unit for UKF?
3 Jul 2021, 14:54 PM
#2
avatar of JPA32

Posts: 178

3 Jul 2021, 16:03 PM
#3
avatar of PatFenis

Posts: 240

This unit is brought to you by shitty faction design.
3 Jul 2021, 17:31 PM
#5
avatar of FK9DD

Posts: 83

DPS at ranges 0/10/15/20/25/30/35: 6.2/4.73/3.53/2.87/2.39/2.00/1.686

It's basically inferior DPS version of rifle man WITHOUT NADES.

What is the point of this unit for UKF?

With sprint,with vickers upgrade(60% on move acc),with incendiary unlocked without tiers,with mines,without cover penalties,with faster capping
3 Jul 2021, 18:02 PM
#6
avatar of Kurobane

Posts: 658



What is the point of this unit for UKF?


Balance Team Nerfed British into the ground and rather than admit they made a mistake and fix it, they create a band aid for British to try to fix the fact they are the lowest Win Rate faction across all game modes.
3 Jul 2021, 19:30 PM
#7
avatar of madin2

Posts: 203

And they drop like flies, don't know the exact number but the are a lot less durable as a regular rifle squad. I think its only good for flanking and harassing but its to expensive for that
3 Jul 2021, 20:45 PM
#8
avatar of leithianz

Posts: 472



Balance Team Nerfed British into the ground and rather than admit they made a mistake and fix it, they create a band aid for British to try to fix the fact they are the lowest Win Rate faction across all game modes.


The only problem is that band-aid is not even covering the whole scar. It's just there for a decoration.
3 Jul 2021, 20:46 PM
#9
avatar of leithianz

Posts: 472

jump backJump back to quoted post3 Jul 2021, 17:31 PMFK9DD

With sprint,with vickers upgrade(60% on move acc),with incendiary unlocked without tiers,with mines,without cover penalties,with faster capping


So it's basically Frankenstein whom took parts from other factions huh. Wonder why they didn't took nade part.
3 Jul 2021, 20:47 PM
#10
avatar of leithianz

Posts: 472

"they will now have 50% win rate and good pick rate".


On Earth ver.2? Maybe. But not on this universe for sure.
3 Jul 2021, 22:40 PM
#11
avatar of Geblobt

Posts: 213

Its an alright mainline alternative and gives you the chance to skip bolster and nade tech. On top of that it lets you play more mobile instead of camping behind cover all the time. Nothing else/more.

What do you expect here? If you clone Rifles (stats, at nade, grenade), everyone will pick it in 1vs1, cause you get stock mg/sniper with a good alround mainline and good stock tank roster.

And the balance team already said multiple times that there are boundaries from relic and they cant do much more. If you want to shit on someone, you have to mail to relic and cry there.
MMX
4 Jul 2021, 02:43 AM
#12
avatar of MMX

Posts: 999 | Subs: 1

Its an alright mainline alternative and gives you the chance to skip bolster and nade tech. On top of that it lets you play more mobile instead of camping behind cover all the time. Nothing else/more.

What do you expect here? If you clone Rifles (stats, at nade, grenade), everyone will pick it in 1vs1, cause you get stock mg/sniper with a good alround mainline and good stock tank roster.

And the balance team already said multiple times that there are boundaries from relic and they cant do much more. If you want to shit on someone, you have to mail to relic and cry there.


This.

/t
4 Jul 2021, 10:01 AM
#13
avatar of redfox

Posts: 92

Would it make sense to buff their walking/running speed and push them further into the mobile-infantry corner? It would make them stronger and reward active play even better. Kinda like a USF mobility-style for infantry. They would be a highly specialized runner-unit, as specialized as commandos are, for example.

Just an idea though.
5 Jul 2021, 05:34 AM
#14
avatar of FK9DD

Posts: 83

jump backJump back to quoted post4 Jul 2021, 10:01 AMredfox
Would it make sense to buff their walking/running speed and push them further into the mobile-infantry corner? It would make them stronger and reward active play even better. Kinda like a USF mobility-style for infantry. They would be a highly specialized runner-unit, as specialized as commandos are, for example.

Just an idea though.

they already have a sprint as mobile unit and they are mainline replasement so they can't be to specialized
5 Jul 2021, 07:46 AM
#15
avatar of Unit G17

Posts: 498

C'mon, no one mentions that they have camo too? Smh...
5 Jul 2021, 08:42 AM
#16
avatar of SupremeStefan

Posts: 1220

C'mon, no one mentions that they have camo too? Smh...
I wish
5 Jul 2021, 08:50 AM
#17
avatar of Unit G17

Posts: 498

I wish

Ah wait, just realised they don't, only in the betas... they plant mines now instead... my bad.
5 Jul 2021, 08:54 AM
#18
avatar of jagd wölfe

Posts: 1660

What's the point of Ass Guards? VSL Grens? Or Ass Grenadiers? Most of the reworked or new options for infantry are outright underwhelming and useless
5 Jul 2021, 09:37 AM
#19
avatar of LMAO

Posts: 163

faster capping and not sandbag hugger offensive playstyle, but it is obviously still better if you are in cover. They are like vsl, situational use but worse.
5 Jul 2021, 17:55 PM
#20
avatar of Klement Pikhtura

Posts: 772

Played a game with Raid Sections, I'd say they aren't bad, but the 120 muni investment is brutal. Probably won't touch them again, because I can't play UKF after the comet nerf :(

What's the point of Ass Guards? VSL Grens? Or Ass Grenadiers? Most of the reworked or new options for infantry are outright underwhelming and useless

Assguards and Assgrens are not useless and underwhelming lol. And VSL used to be outright OP in 1v1 for a long time, although now they are meh.
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