The thing with Tommies is that they have the following handicaps:
- Terrible moving accuracy
- Inefficient close-range DPS
- The out-of-cover penalty
If you read through those lines carefully, any micro you are willing to invest on Tommies past placing them on the nearest safe cover (or A-moving, if there is no green cover nearby) is probably going to backfire on you. Flanking with Tommies is not something that is rewarded, currently.
Since Tommies are an expensive, exclusively-AI unit with no other utility, balance implies that they would have to be buffed to kick everyone else's arses. However, if we do this on a unit that is so allergic to microing, Tommies will become
extremely frustrating to play against.
Thus, at some point, we are going to have to consider giving Tommies some utility:
- Give them a recon-section upgrade (e.g., SLE's) that allows them to be accurate on the move (but disables picking up other weapons)
- Fix the base howitzers:
- Give the projectiles some actual AoE (currently they are still on-par with Katyusha rockets).
- Consider removing the cost of calling down artillery from Tommies. Nobody can afford 45 Munitions (+45 munitions for the upgrade) in the early game to call down 3 shells.
- The sniper can retain the munition cost, as there is no forward investment/lock-out (from medkit) involved there.
- Find a way to give Tommies access to smoke. Either mobile mortars, or base howitzers or something.
- Add a mobile mortar to UKF, and let faction synergy work its magic there.
Now, regarding the suggestions that Svanh made:
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If I had to categorize the changes, these would be:
- Increase the AI power of Tommies
- Give Tommies snares
- Make Tommies the PIAT gods of UKF (Because of the cover penalty, they are currently the underdogs)
- Nerf Sappers by giving them inferior weapons from the racks
- Some solid QoL changes (Flare range, Vickers K, etc)
My gut feeling is that Tommies would already be buffed a lot, if we already completely removed SLE's from their Vet3 "bonus". However, that alone:
- would make double-Bren Tommies extremely frustrating to play against, late-game
- does not give us an answer about how UKF is supposed to get by early-game (when munitions are scarce)
(The Vet3 bug
NEEDS to go already. If the only reason for keeping this bug in is to balance double-Bren Tommies, then fix the (RNG-prone) bug, and find a more consistent way to balance the unit).
However, if we also go for giving snares on top of the AI buffs, that might be killing it.
The other thing is that, I do agree that if Tommies get buffed, Sappers no longer have to remain super-efficient. However, I am not sure if giving them inferior versions of weapon rack upgrades would be the right way to go; that might make the Heavy Engineers upgrade more awkward than it has to be (apart from hurting your mobility). Why not just, straight-up increase the MP cost of Sappers?