Changes for Brits!
Posts: 1355
can you (Relic or Balance Team or both ) give IS the AT-Grenade and the RE the ability to build the Munitions and Fuel Caches????
It would be fine if the IS get the grenade even at Vet2, i am only saying that because some might say that they would be OP if they have it right away.
And you could give the RE the healing ability so the IS would not have that much utility.
Please, please and pretty please????
Imo this reversed design (from all other factions) does not add anything to the "asymmetric Balance" argument.
Posts: 2272 | Subs: 1
Posts: 1096
i suggest removing brits completely as they only sklow down and fu ck up this game
Tbh I wouldn't mind this either as they are more of a hindrance than a help half the time in team games XD
When playing as them everything just feels so....counter-intuitive and lethargic. Don't get me wrong they can still be effective but I always feel starved of manpower and the ability to capitalise on an opportunity.
Posts: 2458 | Subs: 1
I always feel starved of manpower and the ability to capitalise on an opportunity.
That´s a "feature" of UKF.
Posts: 911
Posts: 956
I applaud the fact that Brits have (finally) AT-Grenades but...
can you (Relic or Balance Team or both ) give IS the AT-Grenade and the RE the ability to build the Munitions and Fuel Caches????
It would be fine if the IS get the grenade even at Vet2, i am only saying that because some might say that they would be OP if they have it right away.
And you could give the RE the healing ability so the IS would not have that much utility.
Please, please and pretty please????
Imo this reversed design (from all other factions) does not add anything to the "asymmetric Balance" argument.
I disagree
The AT nade on sappers is actually a huge thing in balancing area, since it helps to reach the precious vet2 faster, given what a shitton of exp. snaring awards + its more natural to keep sappers near vehicles, as they repair them, rather than mainlines who will be scouting ahead, so when a surprise flank rush comes, the sappers can perfectly cover the retreat of a damaged tank
The downside is, gettin IS to vet3 is such a drag...
Im however not sure, what the logic behind IS building caches is... perhaps they didnt want to starve the faction of repairs by keeping sappers preocupied, like Ost sometimes becomes
Posts: 306
like the brit pak never missing lights
and the aec threadshot at vet 0 makes stug target weak point look like a joke
Posts: 2885
Posts: 3260
Letting Sappers build caches technically isn't a QoL change as it's extending their functionality. Giving Infantry Sections snares definitely isn't. It's a straight up buff to the faction.
Posts: 4474
Posts: 1355
Maybe some members will answer "different" and take these suggestions seriously. I stand for what i wrote, didn't mean to hide anything or troll.
Engineers are supposed to do other stuff and not be mainline infantry.
In all other factions, who has the ATnade? How do justify this, asymmetric balance? Because Brits are sooooo much different than the other factions and this is the only way? I don't buy that.
It was a bad design decision the beginning of Brits and this change just hafl-fixed this issue.
Posts: 8154 | Subs: 2
Opinion: bad idea.
Posts: 2358
...It was a bad design decision the beginning of Brits and this change just hafl-fixed this issue.
I think that its very different the faction design being good/bad than your opinion about it just because you dont like it.
Snares were necesary to give ukf a chance in the fast paced tank combat but further buffs in the way of a symetric faction only means that Pounders will get nerfed, also PIATS and all the TDs the faction has and in that point UKF will really have a bad design, not the intended one nor the best it could achieve.
Posts: 390 | Subs: 2
Posts: 1220
i suggest removing brits completely as they only slow down and garden up this game
Brits stll rapes u ? Lol Find tutorial how counter simcity
Posts: 600
Brits stll rapes u ? Lol Find tutorial how counter simcity
Can you still not read nor make an argument? LOL, get back to school or watch a tutorial to learn it.
Posts: 155
The reduction in movement speed in combat makes it much more difficult to use their snare, and quite frankly the reduction in movement speed seems antiquated and a pointless negative to going anvil anyways. I don't really understand why it is needed in the first place.
I'd be fine with the heavy engineer upgrade simply being an upgrade that unlocks better repair speed and construction speed, while not giving them a Vickers, which quite frankly I've always felt is completely pointless on the combat engineer anyways. Price could be reduced to just 40 ammo rather than the 70 that is required for the vickers.
Posts: 626 | Subs: 1
Tier and side teching should award CP XP like USF now gets.
and that should be changed in the first place.
UKF has alraedy plenty of snare options. AT nade for RE was a huge thing for balancing the faction (highly welcome) and it should stay as it is.
Posts: 600
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