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USF Core changes commander Revamp Patch

1 May 2019, 09:17 AM
#1
avatar of Vipper

Posts: 13496 | Subs: 1

Upadated to version 8.
USF - General Faction Changes

WC 51 Dodge and M3
Passenger moving accuracy from 50% to 30%.

Pathfinders

-Now start on initial cooldown.
-Cooldown from 18 to 20.
-Veterancy requirements from 340/680/1360; applies to both variants (IRPF)
1 May 2019, 09:43 AM
#2
avatar of Vipper

Posts: 13496 | Subs: 1

If reducing the passenger moving accuracy to the m3 is the way to go should the same be done for the M5 since it available to UKF with the new commander that have access to Thompson and are similar to cav riflemen?
1 May 2019, 09:50 AM
#3
avatar of WAAAGH2000

Posts: 732

I dont understand why dodge and M3 been Nerf……
1 May 2019, 09:51 AM
#4
avatar of blancat

Posts: 810

jump backJump back to quoted post1 May 2019, 09:43 AMVipper
If reducing the passenger moving accuracy to the m3 is the way to go should the same be done for the M5 since it available to UKF with the new commander that have access to Thompson and are similar to cav riflemen?



M5 comes out late and expensive

no need to nerf
1 May 2019, 09:52 AM
#5
avatar of sherlock
Patrion 14

Posts: 550 | Subs: 1

1 May 2019, 10:32 AM
#6
avatar of SuperHansFan

Posts: 833

These are not "core" changes vipper

Core as definition means part of the central part of the faction. So doctrinal changes are outside of that.
1 May 2019, 11:04 AM
#7
avatar of blancat

Posts: 810

Caliope still not useful unit

buff barrage speed or nobody use this shit again
1 May 2019, 11:21 AM
#8
avatar of adamírcz

Posts: 956

Definitely a good step but it needs some compensation, since outisde of the "push out of the map" cheese, the M3 vehicles are very UP.

A fragile mobile garrison cover, is hardly worth more than 150MP and 5 F, and without the unit inside it has less DPS than a kubel, so...

1 May 2019, 11:25 AM
#9
avatar of JibberJabberJobber

Posts: 1614 | Subs: 3

jump backJump back to quoted post1 May 2019, 09:43 AMVipper
If reducing the passenger moving accuracy to the m3 is the way to go should the same be done for the M5 since it available to UKF with the new commander that have access to Thompson and are similar to cav riflemen?


The USF M3 has an extra passenger shooting out of it (5 vs 4) and comes earlier.

IMO, the best solution would be keeping the movement penalty only for the WC51, while reducing the amount of passengers that can shoot out of the USF M3 from 5 to 4. That way, the USF M3 remains a definite upgrade over the WC51 and things like M3 + Zooks won't be nerfed into the ground.

Not sure if this is possible however.
1 May 2019, 11:27 AM
#10
avatar of some one

Posts: 935

Rakketens must get cloak only with vet or any light vehicles play vs USF is just very poor balanced roulette
1 May 2019, 12:45 PM
#11
avatar of Vipper

Posts: 13496 | Subs: 1

These are not "core" changes vipper

Core as definition means part of the central part of the faction. So doctrinal changes are outside of that.

They re described as:
USF - General Faction Changes

And there might be changes to core units in the future.
3 May 2019, 14:50 PM
#12
avatar of Vipper

Posts: 13496 | Subs: 1

Pathfinders
Unit with elite weapon should not be available this early.
The I&R barrage is simply to powerful of its time frame, it drops way too fast and it can easily kill Paks creating problems for Ostheer to deal with the Stuart.


Suggestions:
Lower the price of unit at 240 and have them start with Garand and have the carbines scoped carbines be an upgrade.

That would allow easier access to the units without making them spammable while allow USF opening with more units.

Lock I&R behind tech or upgrade toned it down to mortar barrage HE/Smoke barrage and make it cheaper.
The the ability will be easier to use but with proportional impact.
3 May 2019, 15:13 PM
#13
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

Vehicles coming in for the USF should have crews tied to their specific vehicles with the same population cost.

For instance M3 Sherman should come in with M3 vehicle crew, which when evacuating the vehicle for repairs or whatever should retain the population cost of the tank. This will prevent the well known cheese of getting out of vehicles to get past the 100 cap, or keeping a lower population cap and having a higher manpower income in the meanwhile. This would also help prevent saving the crew from a destroyed vehicle, arming it with bars, and using it to cap and as a combat unit, which is extremely unfair and has no place in the game.
3 May 2019, 15:21 PM
#14
avatar of Katitof

Posts: 17914 | Subs: 8

Vehicles coming in for the USF should have crews tied to their specific vehicles with the same population cost.

For instance M3 Sherman should come in with M3 vehicle crew, which when evacuating the vehicle for repairs or whatever should retain the population cost of the tank. This will prevent the well known cheese of getting out of vehicles to get past the 100 cap, or keeping a lower population cap and having a higher manpower income in the meanwhile. This would also help prevent saving the crew from a destroyed vehicle, arming it with bars, and using it to cap and as a combat unit, which is extremely unfair and has no place in the game.

1) That's not going to happen
2) Crews are intended to switch vehicles, not being bound to one, otherwise all USF vehicles would just have self repair ability
3) If your opponent is "cheezing" this way, you have allowed for it by not harassing fuel and not putting attrition, its impossible to achieve in equal fight
4) Crews are MEANT to be saved, that's another point of existence of the whole mechanic
3 May 2019, 15:23 PM
#15
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3


1) That's not going to happen
2) Crews are intended to switch vehicles, not being bound to one, otherwise all USF vehicles would just have self repair ability
3) If your opponent is "cheezing" this way, you have allowed for it by not harassing fuel and not putting attrition, its impossible to achieve in equal fight
4) Crews are MEANT to be saved, that's another point of existence of the whole mechanic


Cool, give vehicle crews to all factions then, as it is in the all units mod. There’s no reason usf should get the royal treatment and retain this absolutely broken mechanic.
3 May 2019, 16:58 PM
#16
avatar of Katitof

Posts: 17914 | Subs: 8



Cool, give vehicle crews to all factions then, as it is in the all units mod. There’s no reason usf should get the royal treatment and retain this absolutely broken mechanic.

Give all factions free weapons and grenades.
There's no reason OKW and Ost should get the royal treatment and retain all these freebies.
Give all factions possibility to build flexible bunkers, there's no reason Ost should get the royal treatment.
Give all factions early game reinforcement halftruck, there is no reason ost should get the royal treatment and retain only one.
Give all factions long range 42 sight on engineer units, there is no reason ost should get the royal treatment and retain only one.

(should I keep going, or will you drop fanboying and realize different factions have different things going for them? You want mirror matches, play AoE)
3 May 2019, 17:05 PM
#17
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

jump backJump back to quoted post3 May 2019, 14:50 PMVipper
Pathfinders
The I&R barrage is simply to powerful of its time frame, it drops way too fast and it can easily kill Paks creating problems for Ostheer to deal with the Stuart.


The Stuart is a problematic unit?
With it's neutered AI?
3 May 2019, 17:25 PM
#18
avatar of distrofio

Posts: 2358



Cool, give vehicle crews to all factions then, as it is in the all units mod. There’s no reason usf should get the royal treatment and retain this absolutely broken mechanic.

No mean to be mean, Vehicle crews are what makes USF special, if all factions had it, then all factions should have caches, weapon upgrades on the field, multirole bunkers, tanktraps, 0KH mines, smoke pots.
(I know, real warfare uses most of them independently of factions, but this is a game, right?)

Also it will be pretty boring, i mean mirror matches
3 May 2019, 18:26 PM
#19
avatar of SuperHansFan

Posts: 833

jump backJump back to quoted post3 May 2019, 14:50 PMVipper
Pathfinders
Unit with elite weapon should not be available this early.
The I&R barrage is simply to powerful of its time frame, it drops way too fast and it can easily kill Paks creating problems for Ostheer to deal with the Stuart.


Suggestions:
Lower the price of unit at 240 and have them start with Garand and have the carbines scoped carbines be an upgrade.

That would allow easier access to the units without making them spammable while allow USF opening with more units.

Lock I&R behind tech or upgrade toned it down to mortar barrage HE/Smoke barrage and make it cheaper.
The the ability will be easier to use but with proportional impact.


If what you described was accurate and they are so OP Ost have no counter vs them and Stuart we would see them built every game.

But they're still kind of rare, traditional Pak howi is much more reliable. Noone is going to call in I&R for a smoke barrage, you can just click Pershing doc and have it as a non unit ability.

Btw the cast time if I&R arty is similar to OKW tank arty both are the fastest in the game, is that OP for killing ZiS?
3 May 2019, 18:40 PM
#20
avatar of Lago

Posts: 3260

Not gonna lie, a free smoke barrage on the I&R Pathfinder instead of their current arty would be awesome.

The I&R Pathfinder arty is so good it's pretty much a guaranteed kill on a support weapon, but it's also super expensive in a munitions-hungry commander. Smoke barrages (with a global cooldown) would be useful every game.
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