Good, then what's the point of your thread?
Inspite Tommies already being expensive, super shitty out of green cover, no snare. The genius balance team getting a triple or quad nerf of them, no more Brit in tourney or even automatch.
Congratz, well done.
As i said my point is that they have too many abilities by default.
Expensive? sure 270 mp, but that is less than rifleman and penals who cost 280 mp and 290 mp respectively, and i feel that even with no snares IFs are better than those two, and they are not shitty outside of green cover, they just can't win 2 vs 1 outside it(as most time as OST/OKW you need 2 squads to push 1 IF out of green cover if you can't push for close quarters) and again what was the the triple/quad nerf on them?
And if you read my post the only nerf i proposed was to give only one smoke to Comet tank and not two,and to actually give UKF Mortars(mobile ones) and Rocket Arty to maybe do away with the emplacements problem, my suggestions were more tweaks to Osther units than to nerf any UKF one.
I will grant you don't see UKF in tourneys but in automatch the faction is alive and well at least in my experience.
You have a stock infantry unit - with no docs - that can have 5 models, 2 LMGs, two grenades, off-map artillery and smoke (or healing), and can build sandbags and caches all at the same time. The same can be said for REs. This is just too much utility on a single squad.
This so much, this is not good even for UKF, since IFs are needed to heal, build cover, build caches, call art and to figth on the frontlines. |
I know there is already a tread ``Brit`s OP, Again`` but that one is just a guy running 3 falls into red cover taking a nade and nearly getting run over by a tank.
So 1-2 days ago we got the loadout bug where most of the time no commanders loaded for either side, and man it`s hard to play Ostheer with no commander(or any faction by that matter) but what i noticed is that UKF did not seen that different to play against aside from no flares and land mattress/commandos, and i felt(arrived at a conclusion really) that is because they get most things by default, i will try to list UKF and OST comparable units,again you can disagree with my assessment and/or say i am analysing the units in a vacuum,but i am doing this just for comparison sake on a no command pick base(also correct me if i forget/get things wrongs in any unit).
OST
Granadier 4/5 man -240 mp
Can build bunkers-150 mp
Mg-42-60 Mun - tech 1
Rifle nade - 30 mun - tech1
Panzerfaust - 25 mun
Field First Aid - 10 mun - vet 1
VS
UKF
Infantry Section 4/5 man - 270 mp
Cover damage bonus - needs cover.
Can build Trenches and sandbags - no cost.
Builds caches - 250 MP
Mill bomb -25 mun - mill bomb tech 100 mp,10 fuel.
2-brens - 45 each - weapon rack tech 150 mp, 15 fuel.
2-piats - 45(or 50 can`t remenber rigth now) each - Weapon rack tech 150 mp, 15 fuel.
Bolster to 5 man - 150 mp,35 fuel - Platoon Command Post
Medical suplies - 45 mun - Platoon Command Post
Pyrotechnics Supplies - 40 mun - Platoon Command Post
Depending on the upgrade they get:
Medical suplies;
Instant Aura healing - no cost
Pyrotechnics Supplies;
Increased sigth range.
Coordinated Fire - 45 mun
Coordinated Smoke Barrage - 25 mun.
With hammer they also get:
Gammon Bomb- 50 mun
My thoughts: while the IF lack a snare, the sheer amount of survivability and other Abilities they have more than make up for it. my suggestion would be give 5 man(just another model, not a veteran) to granadiers at last tier with the building made, to improve late game survivability and help incase you need to recruit some after losses and make the field first aid on par at least with UKF one(no cast time,aura of healing)
OST
nothing
Vs
Ukf
Universal Carrier - 260 mp 5 fuel
Vickers K Mounted Variant - 60 muni - Platoon Command Post
WASP Flamethrower Variant - 75 muni - Platoon Command Post
Crew Repair - 15 mun
My thoughts: since the OST have no equivalent unit, the UC can roam free until it get's snared,gets a burst of mg 42 incendiary ammo or 222/AT comes along(Not op, just hard to deal with early on provided UKF has good micro)
OST
Mg42 -260 mp
Fire Incendiary Armor Piercing Rounds - 15 mun
VS
UKF
Vickers Heavy Machine Gun - 260 mp
Take Aim! - 15 mun
My thoughts: no doubt the mg 42 is better, i would decrease vickers DMG and increase Supression to balance it.
OST
Pioneer Squad 4 man - 200 mp
Flammenwerfer 35 - 60 mun
Hazard Removal Package - 30 mun
Field First Aid - 10 mun - vet 1
Can build sandbags,mines,wires, bunkers, tech buildings and caches.
VS
Royal Engineers 4/5 man - 210 mp
Hazard Removal Package - 30 mun
Heavy Engineers - 60 mun - anvil
2-brens - 45 each - weapon rack tech 150 mp, 15 fuel.
2-piats - 45(or 50 can`t remenber rigth now) each - Weapon rack tech 150 mp, 15 fuel.
Bolster to 5 man - 150 mp,35 fuel - Platoon Command Post
HEAT Grenade - 25 mun - Platoon Command Post
Destroy Cover - Platoon Command Post
They can build wires, all emplacements and mines.
My thoughts:while 4 man to 4 man they ''trade'' evenly, the ability to equip weapons like piats,bolster to 5 and build emplacements(that can go from Hot shit to absolute Cancer) give the Edge to UKF engs even if their generalist mines are not as good as the OST specialist ones.
OST
Panzergrenadiers 4 man - 340 mp
RPzB 54 "Panzerschreck" x2 - 100 mun
Bundled Model 24 Grenades - 35 mun
Combined Arms - vet 1
VS
Assault Officer 4/5 man - 320 mp - limited to one squad
Light Gammon Bomb - 35 mun
Heroic Charge - no cost
Recon Sweep - 30 mun - vet 1
2-brens - 45 mun each - weapon rack tech 150 mp, 15 fuel.
2-piats - 45(or 50 can`t remenber rigth now) each - Weapon rack tech 150 mp, 15 fuel.
My thoughts:while not exatly the same role, but both squads can reach the field at similar timings and excel at close range, but again because of recon sweep officer should scale better at late game than panzergranadiers since they get fucked by 2 bren IFs before they can get close most of the time. My suggestion is to give both squads a smoke granade by default to actually allow them to get close before they get killed by mg42 granadiers and 2 bren IFs.
OST
Sniper - 360 mp
Fire Incendiary Explosive Round- 40 mun
VS
UKF
.50 Sniper -360 mp
Critical Shot - 30 mun - vet 1
Coordinated Fire - 45 mun
My thoughts: I will not comment on this matchup since i really suck at sniper micro, and leave to you guys who do not.
OST
AT gun
Target Weak Point - 30 mun
VS
UKF
AT gun
Rapid Maneuvers - 30 mun
My thoughts: OST one is better because of target weak point but that is it.
OST
Mortar
VS
UKF
Nothing
My thoughts: just give UKF a mortar and remove the emplacement(maybe attach it to a commander)
OST
Halftrack - 200 mp 30 fuel
Can reinforce
Plant Schu-Mine-42 - 30 muni
Flame Projectors - 90 muni
VS
UKF
Nothing
My thoughts: Most of the times AEC/at makes short work of a flame haltrack, and reinforce one is not that useful unless you have a very stable frontline.My suggestion give normal halftrack a recon pass at vet 1/2
since i think OST is the only faction missing recon ATM.
OST
SdKfz 222 Scout Car - 200 mp 30 fuel
Infantry Awareness - 10 mun - vet 1
VS
UKF
AEC Mk. III -280 mp 60 fuel + 100 mp 15 fuel REQ
Target Tread - 30 mun
Smoke Screen - 30 mun
My thoughts: Most of the times AEC makes short work of a 222, and scales very well in late game, while the 222 does shit all without scopes or vet 2 in the late game provided you even managed to keep it alive,i would recommend increasing the armor/hp on 222 so it's not as vulnerable to even small arms fire.
OST
Flakpanzer IV Ostwind- 300 mp 100 fuel
Blitzkrieg Tactics - 30 mun - vet 1
VS
UKF
Centaur AA Mk. II Cruiser Tank -300mp 100 fuel
20mm Strafing Fire - 30 mun
My thoughts: Not that much to say here just the the ostwind feels better against blobs, while the centaur feels better against single squads and planes unless you get a good strafing fire activation.
OST
Panzer 4 - 350 mp 120 fuel
Blitzkrieg Tactics - 30 mun - vet 1
Pintle-mounted MG42 machine gun - 50 mun
VS
UKF
Cromwell Mk. IV Cruiser Tank -340mp 110 fuel
Tank Commander- 25 mun
Fire Smoke Shell- 20 mun
Hunt - 30 mun - vet 1
My thoughts: for a lesser cost the Cronwell trades very well with the panzer 4 and is very good a running over infantary,chasing down tanks and comes with default smoke.
OST
StuG III Ausf. G Assault Gun- 280 mp 90 fuel
Target Weak Point - 35 mun - vet 1
Pintle-mounted MG42 machine gun - 30 mun
VS
UKF
Sherman Firefly -440 mp 145 fuel
Tank Commander- 25 mun
60-pound Tulip Rockets- 30 mun for upgrade, 80 for activation
My thoughts: while i know that the firefly is more expensive than the stug and should be better because of it, i fell the stug is very lackluster rigth now, since the firefly can halt the advance of all heavy tanks(bar the elefant and jeagertiger) thanks to tulip, while the stug is mostly there to kill KV1s that the panzer 4 cannot deal with. my suggestion is to make stug about 300 mp 115 fuel,increase range to 60(target weakpoint range should be 50 still since it would be harder to target a smaller point on a enemy tank) and that should make the stug a more desirable AT option against all allies.
OST
Panther PzKpfw V Medium Tank- 490 mp,185 fuel
Blitzkrieg Tactics - 30 mun - vet 1
Pintle-mounted MG42 machine gun - 50 mun
VS
UKF
Comet Tank -480 mp 175 fuel
Tank Commander- 25 mun
Fire Smoke Shell- 20 mun
Crew Self Defense- 20 mun.
M89 White Phosphorous Shell - 20 mun
My thoughts:This tank rigth here is the bane of my existence, why some much utility on a single tank i will never know, this piece of shit rigth here at vet 1 can drive up to 2 at guns,White Phosphorous one put granades on the other, all while still shooting at your troops or tanks and smoking something else, while the fireflys fuck up your tanks from afar and 5 man terminator squads charge in.My suggestion is remove smoke or Phosphorous Shell(one or the other) and maybe buff the Panther against infantary( so the main gun can do more damage aside from a direct model hit)
OST
Sturmpanzer IV Brummbar
And
Panzerwerfer 42 Multiple Rocket Launcher
VS
Nothing
And
Nothing
My thoughts: Give UKF a less powerfull Land matress by default(give something different to the commander which has it now) because these two(Brummbar and Panzerwerfer)are the only real counter to a UKF blob supported by tanks rigth now from the OST side and feel really good to play with and agaisnt rigth now.
I will not comment on the Churchill Mk. VII Infantry Tank since for me that is a meme unit.
So guys any thoughts,do the UKF have many abilities by default?am i full of shit? a wehraboo? let me know. would appreciate any feedback on my suggestions.
|
All the ai are bad at unit preservation, they just have such a massive bonus to resources they can keep spawning units, Soviet ai fells better cause they spawn even more units, they spawn cons,penals and team weapons at the same time since they can build t1 and t2 at start,brits ai feel bad cause they don't know where to place the absolute cancer upon this game that are the emplacements or really equip weapons on the squads and can't pump units as fast as the Sovs, American is the most balanced but again have no unit preservation.
As for the Axis Ai , ostheer feels the same as the Sovs pumping grenadiers ,lmgs and caches at the same time. The worst ai by far is the OKW one since it can't build caches and for some reason keeps building pumas and luchs instead of building panzers and other heavier tanks.
Also the Penals never use satchel on tanks(anti tank one) |