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Would You Change How USF Techs?:

16 May 2018, 00:14 AM
#21
avatar of LoopDloop

Posts: 3053

Would make sense to make AT-Gun T0 but requiring either LT or CPT to be on the field. Basically just like MG 34 for OKW.

Then you could replace the AT-gun slot in CPT tier with something else. Not sure what though.

That or swap the at gun and .50 cal. It makes no sense to me why you either get all the suppression and none of the anti tank or all the anti tank and no suppression. It’s not an asymmetric balance decision that promotes choice and variety, it’s a stupid balance decision that promotes usf crying.



This sounds like a good idea, but you'd have ostheer and soviets with non T0 support teams. They'd either get dumpstered for 6 months cause thats how long you wait for patches, or this would probably be a no go.

This didn’t seem to be a huge issue when okw was given t0 mg34 (after teching) and usf got true t0 mortar. Although I do see a bit of possible unfairness in giving usf a bunch of weapon teams buildable from t0, they have a ton of gaps in their roster already and on top of that the existing teching system sucks for the reasons above this quote.

Sidenote: I agree mg34 could use more damage than a wet rag, especially if usf teching is changed like this at all. I can pretty much just leave units under fire from it while I flank with almost no consequence and it’s basically to the point where I see mg34s and lol. It’s suppression is decent and balanced tho.
16 May 2018, 00:58 AM
#22
avatar of GI John 412

Posts: 495 | Subs: 1


That or swap the at gun and .50 cal. It makes no sense to me why you either get all the suppression and none of the anti tank or all the anti tank and no suppression. It’s not an asymmetric balance decision that promotes choice and variety, it’s a stupid balance decision that promotes usf crying.



Agreed. Check out my previous post up above.

Simply switching the AT gun and the 50 cal is a good idea that could more easily be implemented.

But I still think my idea has merit and would like to see what other folks think of it. Thanks.
16 May 2018, 05:59 AM
#23
avatar of Esxile

Posts: 3602 | Subs: 1



I don't even see that being a possibility. It wasn't really even a possibility 2 years ago.


One can dream! :blush: But yeah this is probably the most accurate post here.
16 May 2018, 06:45 AM
#24
avatar of Stark

Posts: 626 | Subs: 1

I love the idea of more accessible tech for USF but... :unsure:

Thing with reducing a tech price (and making LT and CP not a free unit) will make 1 issue: USF would be able to rush a vehicule too fast. Reducing fuel price for what 20 fuel each and 100mp? It's basicly almost 2 min of a game and stuart/AA HT would be able to hit the field in 4 min mark.

That WOULD be possible if we make vehicules unlockable after building LT or CP in theory ;)

Idea of moving AT or/and MG in T0 would make T1 and T2 quit "empty" so i wouldn't do that. Swapping though is reasonable.

Sadly all those ideas would take months to test before implement. We are talking about redesigning entire faction after all :guyokay:
16 May 2018, 07:25 AM
#25
avatar of thedarkarmadillo

Posts: 5279

I personally like the idea of swapping the 50 cal and the AT gun. Then each tier can handle blobs and AT, the choice being if which you want to be mobile and which you want as an mp only fallback and weapon racks can fill in the blanks. It's unintrusive and really makes sence
16 May 2018, 08:54 AM
#26
avatar of Esxile

Posts: 3602 | Subs: 1

I personally like the idea of swapping the 50 cal and the AT gun. Then each tier can handle blobs and AT, the choice being if which you want to be mobile and which you want as an mp only fallback and weapon racks can fill in the blanks. It's unintrusive and really makes sence


It doesn't work:
You need the Atgun because nothing else does its job actually.
HMG and AATH are suppressing thus everyone is going to unlock the tier giving the ATgun with whatever suppression tool is associated with.

If you swap ATgun and HMG, you need to make sure both tier have real AT and AI capabilities which or the same problem will occur as today, one tier will never be picked because of lack of AT in one of them. ATM Stuart is a joke, it badly counter lv for 70 fuel and put you far behind in the T3 race.

Again if you swap Atgun, the only scenario in which I see it working is swapping Stuart and M10 at the same time. Then you have Atgun + AATH and HMG and M10.

My idea is (imo) easier to balance:

- Remove free LT, Cpt and Mjr: No more freebe, it is actually a substantial nerf for the faction.
- Move HMG and M1 in T0 with tier 1 or 2 unlock: To compensate the nerf, USF is giving more flexibility
- Lt, Cpt are now purchasable as they are when killed (manpower price): To keep some uniqueness in the faction, those could be rewamp to make them more unique in their respective utility.
- Reduce T3 price by half: unlock Scott and Major: In the actual meta, I don't see any reason for the Scott to hit the field only 1 minute or 2 before Pz4s, Scott should require Axis factions to react with an appropriate counter or get hurt, not just wait a minute and get pz4 rush on it.
- Mjr cost the other half of T3 price, when purchased: sherman and Jackson are unlocked: Then Major arty, FRP and reco are still coming at the same time and Sherman/Jackson are still coming later, even more if USF invest in Scott.
16 May 2018, 09:08 AM
#27
avatar of Aarotron

Posts: 563

I would probably change it like this:

Both captain and lt are either 50 or 60 fuel. After you have unlocked either one, the other you did not unlock fuel cost will drop down to 10 or 20 fuel. This way you do not need to spend as much resources just to get certain unit like mg and delay major too much. Of course this would need adjusting.
16 May 2018, 09:10 AM
#28
avatar of ullumulu

Posts: 2243


Give Riflemen panzerfausts lelic)


äh...what? they can get panzernades and can get zooks....wtf
16 May 2018, 23:12 PM
#29
avatar of LoopDloop

Posts: 3053

I would probably change it like this:

Both captain and lt are either 50 or 60 fuel. After you have unlocked either one, the other you did not unlock fuel cost will drop down to 10 or 20 fuel. This way you do not need to spend as much resources just to get certain unit like mg and delay major too much. Of course this would need adjusting.

That’s another solution I like. Usf is supposed to be a versatile jack of all trades faction (or was conceptually at the very least), so having all their damn units available to them in the first place would be along those lines. You are right that it would take a lot of adjusting though.

Free lt and captain (or at the very least the second one you build) would have to be removed tho, as you would be getting them even more free at that point.

Rearranged LT tier.
-Lieutenant
-AT gun
-Mortar
-AA Halftrack.

Captain Tier
-Captain
-50 cal
-Pack Howitzer
-Stuart

Remove free Captain and Lieutenant units and adjust cost accordingly. Give Capt free bazookas to make him a dedicated AT support unit. Remove free BAR from LT and instead give him a total of two or three Thompson SMGs (or maybe Grease guns) in order to make him a dedicated assault unit. (Much like he is now, but less good at long range and no weapon slots) this will make the Captain and LT more specialist and less like rifle squads. LT gets frag because smoke grenade plus SMGs would be OP. Captain keeps smoke because he has zooks.

Each tier gets suppression, AT, anti infantry, indirect fire and a vehicle. Neither Tier has complete domination in one area but still has tools for all areas to fit your playstyle.

Major tech remains mostly unchanged except that he is now a four or five man squad that you have to purchase separately. Bigger size because you must buy separately, but higher cost. No free weapons but has two weapon slots. Basically a RE squad that has good abilities and one extra expensive Major model.

I actually really like this idea. I would say that mortar should probably stay t0 for the free smoke since it is also balanced as being an inferior mortar that’s mostly to fill in t0 gaps. Also, you forgot about the poor M20 (but I’m guessing it’d be staying in lt tier).
17 May 2018, 02:29 AM
#30
avatar of GI John 412

Posts: 495 | Subs: 1

I meant to leave the M20 as your T0 unit that is unlocked via Capt or LT tech. That way you always have anti sniper and varied unit compositional choices early on. Much like vCoH Jeeps and Riflemen coming from the same building. M20 can also be the T0 smoke by using the panzer tactician style driveby smoking.
17 May 2018, 05:21 AM
#31
avatar of wongtp

Posts: 647

not really a tech change, just some ability swap.

anti tank nades unlocked for all riflemen thru the grenade upgrade, not via vet.

volley fire as rifles vet1 ability, must have a bar equipped to used. increases volume of fire output to do suppression, takes an accuracy debuff when active. lasts 40seconds for 40munitions.

just an idea to pass around. remove free squads from officers, rework officers to become doctrinal units. LT into rifle company taking over rifleman flares and will be called as combat command squad. has greater sight range than regular riflemen, comes with 2 thompsons, 1 bar and 2 garands. has frags by default and ability calls 'fire superiority'. breaks suppression and gains defensive bonuses but reduces movespeed to walking only. good soft counter to exposed MG positions

opposite of the assault fire by paras with thompsons.

capt could become forward observation officer in infantry company, calls in rapid smoke barrages, has increased sight range and victor target once priests and only priests are deployed. vet1 ability to fire incendiary mortar barrage.
17 May 2018, 15:56 PM
#32
avatar of Lago

Posts: 3260

The problem as is Lieutenant has the shock units AND the map control tool (the .50 cal). Between the AAHT and bazookas it can also deal with light vehicles.

So I'd do one thing: swap the .50 cal and the AT gun's positions.

Lieutenant has the strongest shock value with the faster timing, more powerful officer and USF's two anti-infantry light vehicles. The AT gun allows the player to divert bazooka munitions into more BARs. Lieutenant is more able to manage without a .50 cal than Captain is.

  • Lieutenant with his free BAR is better equipped to manage without .50 cals than the Captain is, and the AAHT is an option.
  • The AT gun can supplement a Utility car build against 222s.
  • AAHT plus AT gun sounds strong but it's now competing with Stuart + .50 cals.

The more defensive Captain can properly protect its Pack Howitzers and territory with .50 cals. With the Captain's bazooka (which doesn't require rack tech) and the Stuart's AT capability it doesn't really need its AT gun.
  • With the Stuart and Captain squad, USF T2 isn't forced into racks for AT the same way the live version of Lieutenant is.
  • The Stuart isn't as mediocre with .50 cal backup and now it's in a tier that might actually need it for AT duty.
  • The Pack Howitzer now has machine guns to protect it.
17 May 2018, 18:32 PM
#33
avatar of Angrade (Ægion)
Senior Modmaker Badge

Posts: 766 | Subs: 2

Prepare for a wall of text. Probably after the next patch, I might make a mod demonstrating, balancing, and some crazy changes. Note the list below may be a bit crazy

T0
-Rifleman
-Assault engineers
The problem with Rear echelons they preform a bit too like riflemen any changes to them would result in either being too useful or not useful at all. I have an doctrinal idea for them however. Assault engineers would be fitting for the faction for having a strong early game
-WC51 (200 manpower)
Can be upgraded to become a supply truck like the opel blitz and locks down sector (100 manpower)[Cashes removed]
This idea is so USF can be a bit more mobile and once it becomes less effective it can be upgraded for more damage to turn into a supply unit.
Can be upgraded with a 50 cal (requires weapon racks)

T1 (200 manpower 40 Fuel) [Reduce research time from 90 seconds to ~30]
-LT (not free)
-M2B HMG
-M1 AT gun
-Pack Howie
All of these weapon teams are very strong which should have

T2 (200 Manpower 40 Full) [Requires T1]
-Captain (not free)
-Stuart
I would reduce the anti infantry damage but increase the anti vehicle damage due to the later timing and if possible add a pintle mount upgrade
Gun damge changed from 80 to 120. This would allow it to 3 shot a 222, 2 shot a 250 and 4 shot a puma/luchs
-M15 AA halftrack
for aa and anti inf
-Scott
for indirect fire

T3
-Major (not free)
-Sherman (75)
-M10 Wolverine
The wolverine in live is largly not worth it in comparison to the Jackson. So I would like to switch out the two along with the 3.5 upgrade

T3.5 upgrade
-E8
I would like to add in this to the roster to help fight panthers on more equal footing however I would also make the the gun have less HE to make specific in its role.

Doctrines (in the spoilers would be the other abilites)

Airborne
-Pathfinders
0CP
stats change to be similar to grens
Can be upgraded with scoped rifles
Vet 1 for the beacons
-Paras



Armor
-Dozer blades
0cp
Sherman 105s and 75s

-Jackson Tank Destoryer
0cp
T3 tech

-Sherman (105)
0cp
T3 tech
no dozer blade
able to deploy like a Kv 2 to increase range




Infantry Company
-Rear Echelons (240 manpower)
0cp
I would like to make this guys more like a reserve unit like Ostruppen in order to give them a unique feel
6 man squad
reduce
no flamer upgrade
affected by doctrinal abilities

-Mortar Team 220 manpower
0-1 Cp
0cp for live vaient
1 cp for 80 unit range mortar.

-Priest



Mechanized
-M3 half track
-M21 half tack


Recon Support
-Pathfinders
-Greyhound


Tactical Support
-M20 Utility Car
2 CP
-Calliope



Heavy Cav
-Pershing


Rifle
-Rangers
affected by doctrinal ablities












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