The UKF honor thread <3
Posts: 3032 | Subs: 3
To all the September 2015 veterans, who still remembers....
- bugged Centaurs that would kill a garrisoned unit within 1 second
- 160 damage Tulip rockets
- Emplacement brace with 0 seconds cooldown
- 1600 Health Churchills that required 10 penetrating AT gun shots to get killed
- Wasp and Crocodile flamers that killed any inf squad in 1 burst (all flamer weapons were OP at that time)
- Infantry sections that dealt 50% more damage per shot than they do today
- 40 ammo PIATs that would deal 40 damage on deflection and whose ground-attack range was higher than OKW t4 flak range
- 110 fuel Cromwells that have almost the same moving scatter like EZ8 shermans and same mobility like a Rallye Racing car
- Comets with same armor and even more mobility like a Panther, and whose main gun was as lethal as the one from Tiger; phosphorus shells that hard-counter AT guns and blind tanks
- Bofors supporting fire that hard-countered its intended counter: Mortars and AT guns
- 6cp turbo-fire land matress that kills all OKW HQs in 1 barrage
The good old days of PIAT blobs with Centaur rush and Churchill spam
Yes, it was the most broken thing this game ever encountered, but let's be honest: It felt so good to taste the tears of all the OKW volks schreckblobbers and LeIg spammers
Lest we forget
Posts: 264
But I do remember password protected trenches
Posts: 956
Or the artilerry cover, which would completely massacre armor, without giving any chance to retreat.
Or the bombing strike from commandos doctrine, that would erase half of the map in one go.
I miss those times...
Posts: 818
125 DPS commandos
Freedom bombs(Commando Air supremecy) killing literally everything that exists in its radius
Mortar pits hitting half the map from base
Emplacements repairing each other
God Mode unkillability aka stand fast
And Don't forget all of the ridiculously UP things we had
infantry sections that can randomly die if they get clipped by a mortar
The Flame Barrage that did just about nothing in Royal engineers
IS costing 35 Mp to reinforce
And the still broken
Sextons and Valentines
wheres my regular mortar, or artillery or anything indirect that works
Posts: 4183 | Subs: 4
Posts: 3032 | Subs: 3
Vickers infinite Range bug getting it banned from OCF
Kinda embarrassing that I forgot about that one
Posts: 1024 | Subs: 1
Posts: 871
Good for you you don't know how it was in brit alpha Kappa
Commando PIAT spam was pretty stupid
Posts: 393
Posts: 493
Posts: 911
Can you do same thread about day-one-OKW?
You mean day one where they had to face instant pinning RE blobs?
Posts: 3032 | Subs: 3
Can you do same thread about day-one-OKW?
I think due to their low ammo and fuel income, they were not THAT broken, but I still remember JP4 from med HQ, schreck blobs, ISG spam and JTs that pierce any terrain (even hills)
Posts: 871
I think due to their low ammo and fuel income, they were not THAT broken, but I still remember JP4 from med HQ, schreck blobs, ISG spam and JTs that pierce any terrain (even hills)
You forgot about obers bonus accuracy vs retreating units
Posts: 818
I think due to their low ammo and fuel income, they were not THAT broken, but I still remember JP4 from med HQ, schreck blobs, ISG spam and JTs that pierce any terrain (even hills)
THE KOINESKUBEL NEVER FORGET! and full munitions income
Posts: 284 | Subs: 1
And pre-nerf Concentrate barrage with anvil tech Kreygasm.
Posts: 8154 | Subs: 2
Don't remember what changed but later they got viable, specially with AEC spam.
Also PARTY COVER and original Typhoon Offmap.
You mean day one where they had to face instant pinning RE blobs?
1v1 they had always issues against maxim spam but no so much against USF (unless stupid original Rifle company). OKW was the most broken faction for 2v2+. Notable mention on Scavenge cheese against USF (save 500 munition and you win because you kill USF base).
If you survived the first 5/10 mins against clowncar/T70 rush, it was GG. Triple schreck bulletin helped with the spam. Fortifications was the most broken commander you could pick behind getting a JT. EZ PZ going MG34 (which was an overtuned cheaper MG42), Pak43 into KT.
Posts: 1355
Edit:
Sorry Elchino, you wrote it also.
Posts: 1194 | Subs: 29
You forgot about obers bonus accuracy vs retreating units
I remember this, wow it was shocking.
Posts: 317
Since UKF is getting closer and closer to a balanced state, let's never forget the legendary early state of UKF aka the faction that Relic forgot to play-test before release.
To all the September 2015 veterans, who still remembers....
- bugged Centaurs that would kill a garrisoned unit within 1 second
- 160 damage Tulip rockets
- Emplacement brace with 0 seconds cooldown
- 1600 Health Churchills that required 10 penetrating AT gun shots to get killed
- Wasp and Crocodile flamers that killed any inf squad in 1 burst (all flamer weapons were OP at that time)
- Infantry sections that dealt 50% more damage per shot than they do today
- 40 ammo PIATs that would deal 40 damage on deflection and whose ground-attack range was higher than OKW t4 flak range
- 110 fuel Cromwells that have almost the same moving scatter like EZ8 shermans and same mobility like a Rallye Racing car
- Comets with same armor and even more mobility like a Panther, and whose main gun was as lethal as the one from Tiger; phosphorus shells that hard-counter AT guns and blind tanks
- Bofors supporting fire that hard-countered its intended counter: Mortars and AT guns
- 6cp turbo-fire land matress that kills all OKW HQs in 1 barrage
The good old days of PIAT blobs with Centaur rush and Churchill spam
Yes, it was the most broken thing this game ever encountered, but let's be honest: It felt so good to taste the tears of all the OKW volks schreckblobbers and LeIg spammers
Lest we forget
UK doenst seem remotely balanced to me... much same as in the beginning really....well I suppose yes that stuff has been nerfed but when its all said and done these things are still over performing and still need to be toned down a bit more.
Posts: 587
Man, that was insane.
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