UKF Forward Assembly change suggestion
Posts: 622
Also the Forward Assembly gives Coordinated Fire with ultra close radius from the Forward Assembly which is quite dumb and useless. Since UKF emplacements are all have some sort of garrison bonus, why not Forward Assembly have same like have different effect when garrison different unit.
This idea come to me as I reading Dullahan's thread ask about inconsistent healing with brits in late game like it needs a IS with medic close to your infantry near it to heal, which is some time is quite annoyed. http://www.coh2.org/topic/43040/brit-mid-to-late-game-healing
Like if garrison (only in effect if garrison full sq)
a IS with medic pack or medic, will provide auto heal to infantry around it
(heal rate is about same as OH medic bunker)
a IS with Pyrotechnics Supplies able triple the range of the coordinated fire from Forward Assembly.
(still require vision)
a Royal Engineers will able to repair vehicles around it. (since it is only 210mp per sq)
with no upgrade only 2 repairman, with minesweeper or heavy 3, with both upgrade 4
a Sniper will provide detection like Valentine to detect surround flanks
same range as valentine so it let UKF player make risky decisions
a commando will give a fire rate increase aura and receive accuracy buff aura
a landing officer will give a defense and accuracy buff aura
what you guys thoughts?
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Posts: 348
Just make it so it doesn't have to be upgraded and 250mp and it will be fine.
The fact that you have to upgrade it combined with it's cost is what makes it useless now that Brit emplacements were nerfed into uselesness.
Posts: 474
That thing is fine as it is. 400 MP to retreat back to a safe point closer to the frontlines than all the way back to your HQ? That thing is a massive gamechanger on huge maps.
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Meanwhile Ost Bunkers get destroyed by a 15munitions ability x)<.< >.> I'm out of the loop, what ability is that? Molotov (which didn't destroy bunkers last time I checked)?
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<.< >.> I'm out of the loop, what ability is that? Molotov (which didn't destroy bunkers last time I checked)?Well 2 molotovs burn down bunkers.
Posts: 600
<.< >.> I'm out of the loop, what ability is that? Molotov (which didn't destroy bunkers last time I checked)?
2 does lol
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I would say it's ridiculous but 2 molos are the same price as a Volks flame nade so the math checks out .
That was my point
Posts: 622
You want to make the Brits even stronger late game? Jesus Christ no.
Just make it so it doesn't have to be upgraded and 250mp and it will be fine.
The fact that you have to upgrade it combined with it's cost is what makes it useless now that Brit emplacements were nerfed into uselesness.
it won't be much strong just little more utility come to their defense. after all forward Assembly is not moving, so garrison a unit in to provide effect is a investment choice UKF will need to make, most UKF infantry is not cheap. 280+30mu to provide some sort auto heal like OH medic bunker. or coordinated fire range fire from forward assembly, (even triple range is still not much maybe around same range with OH mortar range(but it will spend 45 mu to force off mortar team to retreat)
although 210mp Royal engineer for auto repair is kind cheap maybe if garrison with normal royal engineer will proivde 2 repair guys, heavy royal engineer or with minesweeper upgrade will provide 4. sniper, commando and landing officer is huge investment in MP to get a effect only around the forward assembly. so i don't think it will be much added into the UKF late game, also garrison unit still take pop space. so it will be 1 less unit in battlefield.
also i believe if those bonus are in, the sniper, coordinated fire, commando, landing officer buff may result UKF player to make risky decision to make it too forward.
Posts: 622
I like the idea a lot, as long as the buffs are not too strong. IE maybe provide 2 "repair engineers" instead the usual 3 or 4 when an engineer is garrisoned.
2 is kind too slow, OKW repair HQ gives 4, but 210mp is kind cheap for auto repair maybe with minesweeper upgrade or heavy package will give 3 and with heavy package and minesweeper will give 4
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