Give universal carrier the 222 treatment
Posts: 1220 | Subs: 1
Posts: 17914 | Subs: 8
I thought it was pretty obvious that making a unit doctrinal doesnt mean a nerf
I'd call extreme limitation to accessibility a nerf.
simply because that will cause a bad stock unit to become a good doc unit, it also means a revamp on the remaining stock units and in the end UKF receives 3-5 buffs for a simple stock/doc exchange.
To which units?
Tommies I guess, because vickers most certainly isn't offensive anti garrison unit.
UKF not having stock flamer is not a disadvantage if there are other tools to deal with the same problem, garrisons and HMGs. But of course, its simply easier for some players to rely on copypasta and repeat the same tactics instead of learning new tricks...
So unlock free flame nades for tommies?
You're literally removing their only anti garrison asset and giving nothing in return.
But the grass is greener always, always on the other side.
And its far easier to copy the neighbors homework istead of coming up with fresh new ideas.
That is pretty obvious if anyone asks me...
If you want to copy paste other factions solutions, why even have more then 2 mirrored factions at all?
Posts: 97
something, something, something... copypasta ...
What Katitof said (I could not have said it better myself).
If the WASP is removed to doctrine, RE's have to get stock flamers in compensation and Pyro sections have to get a smoke barrage as well. Are those the buffs you were contemplating?
Posts: 2358
Tummies could use a smoke howitzer barrage and I was who started a thread about it, if both howitzers are online from the start of the match and adjust their costs and cooldown there is no need for wasps.
Like OKW has to pay muni constantly for unit preservation until t1, UKF could pay for garrison clearing until RE come online and carry flamethrowers if people really want to.
My point is to keep factions unique and useful with different tools instead of the same stuff cloned over factions. The game doesnt mimic real warfare, currently it's more related to rock paper scissors with more steps and a clock.
Posts: 97
Tummies could use a smoke howitzer barrage...
My tummy can fire a barrage out the back that can clear a room instantly...
Maybe the UKF could receive Fart grenades as compensation for losing their only non-doc flamer.
keep factions unique...
Well, the WASP is actually pretty unique - a T0 single-flame vehicle that has to turn to aim.
Posts: 2358
Posts: 97
Besides, didn't your mother ever tell you to leave WASP's alone; you'll get a nasty sting.
Posts: 495 | Subs: 1
Posts: 97
Posts: 783
Wasp is not unique, it's a t0 stock hetzer with paper armor
Well even if that were true and it's not, the lack of fuel cost and timing combined with the above differences would unique enough. It also lacks an mg as wasp and has a self heal.
Posts: 13496 | Subs: 1
One could make it a separate vehicle instead of an upgrade and move the DOT damage to vet 1 ability or completely remove it.
Then the unit could have its cost and timing adjusted to act more like a flamer engineer then a vehicle that has to turn as many enemy unit as it can into a crisp before being obliterate by vehicles.
(one could make self repair cost a bit more the Faust but remove engine critical first after a couple of seconds)
Posts: 3260
Maybe a smoke canister instead, unlocked after either the WASP or Vickers is purchased?
That'd help the UC to survive throughout the whole game, and early on it you could use it to blind MGs, something UKF desperately needs now it can't just overwhelm everything with the Great Section Horde.
Posts: 1220 | Subs: 1
Guess one could try another approach for the Wasp:
One could make it a separate vehicle instead of an upgrade and move the DOT damage to vet 1 ability or completely remove it.
Then the unit could have its cost and timing adjusted to act more like a flamer engineer then a vehicle that has to turn as many enemy unit as it can into a crisp before being obliterate by vehicles.
(one could make self repair cost a bit more the Faust but remove engine critical first after a couple of seconds)
if we make wasp a stand alone vehiche, it will fit perfecly in royal engineer regiment as 2 CP wwith a fuel cost, then royal engineer can use stock falme upgrade to replace.
Posts: 309 | Subs: 1
So, remove the UKF's only non-doc flame unit... yeah, maybe when all other factions lose their non-doc flame units too.
Maybe all you wehraboos should stop trying to nerf the UKF into non-existence.
Because OKW has so many non-doctrinal flamer units... you alles fanboys should play some axis to get a grip of the game.
Posts: 13496 | Subs: 1
Increasing the WASP's health would make the 222 take a little longer to kill it. It'd still get splattered by medium armour up.
Maybe a smoke canister instead, unlocked after either the WASP or Vickers is purchased?
That'd help the UC to survive throughout the whole game, and early on it you could use it to blind MGs, something UKF desperately needs now it can't just overwhelm everything with the Great Section Horde.
Imo the 222 is a separate issue. The 222 imo should be delayed and have better armor (with an adjusted cost) and/or have it use AP rounds option. (Acting a bit more like an light vehicle than a glass cannon)
As counter to micro light vehicle Ostheer could have access to (redesigned more penetration less DPS) 221 that would act a soft counter to them a similar cost. Unit could even be available from t1.
Giving access to wasp earlier (maybe at a cost of 220 40 MU and maybe a bit longer built time to prevent spam) would allow UKF to clear garrison.
Posts: 3260
Because OKW has so many non-doctrinal flamer units... you alles fanboys should play some axis to get a grip of the game.
OKW's mainline infantry is a non-doctrinal garrison clearer.
Posts: 17914 | Subs: 8
Because OKW has so many non-doctrinal flamer units... you alles fanboys should play some axis to get a grip of the game.
What do volks throw for muni?
Posts: 5279
Posts: 1220 | Subs: 1
Because OKW has so many non-doctrinal flamer units... you alles fanboys should play some axis to get a grip of the game.
you only need 1 unit for each role if it is effective, so, Why must OKW have a flamer if their mainline already can clear garrison and deni cover ?
Have you ever play OKW since volk lose their shreck ?
Posts: 3053
Because OKW has so many non-doctrinal flamer units... you alles fanboys should play some axis to get a grip of the game.
Literally has flames on their mainline infantry that unlock for free 3 minutes into the game but ok.
Livestreams
29 | |||||
4 | |||||
17 | |||||
5 | |||||
4 | |||||
3 | |||||
2 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.34957.860+14
- 3.589215.733+4
- 4.1101614.642+2
- 5.280162.633+8
- 6.305114.728+1
- 7.916405.693-2
- 8.271108.715+22
- 9.721440.621+3
- 10.1041674.607-2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
8 posts in the last week
40 posts in the last month
Welcome our newest member, Durddcdy23
Most online: 2043 users on 29 Oct 2023, 01:04 AM