vetted Royal engineers can sometimes beat a SPIO. that says it all
Vetted SPIO can sometimes beat Commandos or Storms. That says it all :3
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vetted Royal engineers can sometimes beat a SPIO. that says it all
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T2 unit is stronger then T0 starting unit.
More shocking news at 11.
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vetted Royal engineers can sometimes beat a SPIO. that says it all
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Additionally royal engineers need to be tougher to help protect the positions they have built.
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T2 unit is stronger then T0 starting unit.
More shocking news at 11.
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But the same rules can't apply to Obersoldaten right? Seeing as that is an axis unit and all.
Royal engineers overperform for their cost. Plain and simple. The fact that they are T1 doesn't change that.
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Broken? Not really. (has REs spam become a thing, now, and I missed the memo?)
Overperforming for their cost? Definitely. However we need to make the following distinction:
- Their call-in cost is cheap for a 4-man squad, and dirt-cheap for a 5-man squad
- Their reinforcement cost is OK-ish (compare to other line infantry for instance)
- They cost the same-or-more popcap as other line infantry
However, before we go ahead and balance the only non-underperforming infantry of the Brits let's have a look at the bigger picture.
Spamming Tommies doesn't work; Tommies are a bit meh for their cost, and you will bleed heavily.
Spamming Sappers doesn't work either; sure, on 1v1 with other infantry, they are cost efficient. However, they have a very low range and can be cattle-prodded with MGs very easily.
You are meant to use both of them at the same time so that each unit's advantages covers the other unit's disadvantages.
Tommies
Tommies cost 280MP, and are probably priced with their 5-man version in mind.
For a 4-man squad, Tommies are extremely overpriced at 280MP. Part of that call-in premium goes towards:
- Tommies' received accuracy at Vet0 (-20%)
- Is probably meant to be recuperated by more cost-efficient units (Sappers).
Tommies, however, suffer from the following:
- Cover penalty
- Severe moving accuracy penalty
- Their Vet3 penalty bug (weapon pinatas)
- They scale well, but not as well as other infantry in the game (if you compare the bonuses)
- Part of the reason behind this scalability lag is that they already get some of the benefits at Vet0
- Unless you plan on blobbing your entire army, the faction design forces UKF to have at least 2 Tommies so that they get access to healing
I will leave it up to you to decide whether 280MP is a fair price for a 5-man Tommy squad.
Sappers
Sappers are very generously priced for a 4-man unit. Of course, this cost becomes insanely low considering that Sappers can become 5-man squads.
Their Vet0 reinforcement cost is not that bad. They cost 7/8 popcap and are meant to act as line infantry to cover up for Tommies' weaknesses.
The combat bonuses they get are at:
- Vet0 (0.8 reinforcement cost)
- Vet1 (Stens fire faster when in cover -- currently it's bugged and affects ALL weapons)
- Vet3 (Additional received accuracy bonus, Halved reinforcement cost)
Now:
1. Sappers cost equal/more popcap than other line infantry.
2. The Vet3 Reinforcement cost bonus is outright OP and needs to be thrown out immediately IMO (or moved to Conscripts)
3. The call-in cost could be adjusted to be fair. However, it would also be fair to adjust the Tommies' callin cost at the same time.
4. I don't know if one of the received accuracy bonuses needs to be reduced.
5. Alternatively, their Vet0 received accuracy bonus could be tied to a specific Veterancy tier.
6. However, this unit receives no offensive vet bonuses at all (apart from the recent bug).
Overall, as a line-infantry, Sappers get very tanky-kind-of veterancy. That, coupled with the Heavy Engineer upgrade makes them extremely difficult to eradicate. That is, until you figure out that you should be using grenades against them.
(Excluding the recent bug), none of the bonuses affects their offensive capability with equipped weapons. This means that you need Tommies to dish out the damage, and it probably makes sense to have Sappers to soak up the damage.
That's right. No matter how much munitions you sink into Sappers, Tommies will still be able to deal more damage with equal (or less) amount of munitions invested.
Provided that this is balanced, I think that's good design (as opposed to spamming Rifle-Rifle-Rifle or Volks-Volks-Volks)
Weapon teams
If we nerf Sappers, UKF will lack a low-reinforcement utility-only unit to reman weapon teams.
Currently, we have:
- USF has RE for 25MP-a-pop (a bit overnerfed) -- no special utility
- Soviets have Conscripts for 20-a-pop -- no special utility
- OKW has Volks for 25-a-pop -- no special utility
- OST has Pioneers (25-a-pop) or Osttruppen (20-a-pop) -- Pioneers have a passive sight bonus. Osttruppen reinforce very very very fast
- UKF has Sappers for 26-a-pop -- Sappers have a 0.8 received accuracy
(Btw, Vickers is also overpriced at 280MP. Shouldn't we also fix that too?)
Conclusions
1. The Sappers Vet3 reinforcement cost bonus (13MP) is ridiculously OP and needs to go.
2. Don't fix Sappers further unless you also plan on fixing Tommies too.
3. Otherwise, don't come here to complain when UKF starts spamming nothing but snipers and emplacements as their line infantry.
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I find that I'm quite often floating munis as Brits though. I'm not using grenades, and once my mines are down its just the initial weapon rack purchases left.
Well, if you drop 60 fuel and 120 muni worth of upgrades, then no, it doesn't.
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