The commander has Precision barrage already whixch is really strong. It makes no sense to give him a second ability of the same kind which is just a little bit weaker and cheaper. UKF needs onmap artillery the most, so remove emplacement buff ability and CB. Give him an onmap artillery piece and something like Designate Command Vehicle and it is okay.
I like the idea of removing counterbattery and emplacement buff and replacing them with an on-map25 pounder and a command vehicle.
The pop cap for the bofors needs to be adjusted. Having it set at 10 is too high for something that is immobile. It's also difficult to make them worthwhile. Too far forward and they're easily destroyed. Too far back and they do nothing. |
yeah, thanks to the axis crybabbies that commander is useless now.
And it wasn't even that good back in the day, I used to beat simcity all the time with no problems, it was just annoying to play vs that style, not hard.
People whined because it usually took about 45 minutes to win, and just felt like a grind. It wasn't a very good commander for a competitive match.
I use it sometimes now, but only because the off-map is the most efficient that UKF has. Also, building repair sometimes means I can substitute an IS for an engineer.
Given that the counter battery has some cost now, it would be useful in breaking up arty wars if it had some range. Also, given that the commander has no arty, it wouldn't be bad to give it a buff. |
Once upon a time UKF CB was full map range and a toggle. Its nerfed to 250 range smd a timed ability, which mostly breaks it. Cancer commander was knee capped for good reason.
Isn't it down to 160? On 4v4's, it barely gets to the nearest VP, so it only is useful if you're base-pinned and going to lose anyway. |
Ah I see. I finish the game by beating my opponent with a sheer number advantage that I gained by being successful in the early and mid game.
How foolish of me to complain about an artificial mechanic that limits me from turning the advantage I gained in the early and mid game into a force that can overpower my opponent through sheer numbers.
So far, the best response to this dilemma belongs to El Chino. Unless you play UKF a lot, pop cap isn't much of an issue. If you play Ost, just build a muni cache and a lot of bunkers. If you play Soviet, your opponent has no business sticking around if you already beat him/her with 6-man cons.
It would be fun if there was an extended 4v4 matchup with higher mp income and higher pop cap, but that would have to be another game mode. However, I'd bet that when the game was released that a higher unit count would've made the game unplayable hence the current limits. |
Just put it on an AEC and have it follow your tanks. Designate Command Vehicle is one of the most powerful abilities in the game. An AEC with tread shot and two vetted Fireflies is easily the deadliest AT force in the game with incredible DPM.
Just an example (and this wasn't even a very long game):
The only thing that makes this ability balanced is that you have to sacrifice a unit for it (though the debuffs don't seem to apply to tread shot so that still works nicely) and that it costs a ton of resources to accumulate. But once you get things rolling...
Thanks for the suggestion! I tried it today but with a Comet and Cromwell on City 17. Tread breaker helped kill multiple tanks including a Panther, and after the Comet and Crom vetted the other team stopped trying to push them around with their PGren shrek blobs. Unfortunately the game ended before I could get my second Comet going. It would've been interesting to see the four of them running as a pack. I didn't notice the debuff much on the AEC. Tread shot seems to work all of the time. |
Command vehicle upgrade is no longer possible in UC.
I guess one could replace the upgrade with a command vehicle and balance it accordingly, but the upgrade is far from bad.
You're correct in that it can't be put on a UC. I wouldn't mind the ability if that was still possible, but don't like having to build a AEC in a 4v4 just to use the ability.
I understand why they limited the number of models on Infiltration commandoes when used as an infiltration units, but think they should get all of their models when not used as infiltration units. |
Just put it on an AEC and have it follow your tanks. Designate Command Vehicle is one of the most powerful abilities in the game. An AEC with tread shot and two vetted Fireflies is easily the deadliest AT force in the game with incredible DPM.
Just an example (and this wasn't even a very long game):
The only thing that makes this ability balanced is that you have to sacrifice a unit for it (though the debuffs don't seem to apply to tread shot so that still works nicely) and that it costs a ton of resources to accumulate. But once you get things rolling...
Thanks, I'll try it on Redball or a similar map next time. I haven't been getting the AEC a lot lately because their window of usefulness seems short in 4's. |
I started playing a lot more UKF and find a couple things really odd, and maybe unbalanced. The first is the UKF designate command vehicle. While command vehicles from every other faction improve the vehicle itself, and units around it, the UKF one badly nerfs whatever vehicle becomes the command vehicle so that it seems to never be worth it. If the aura is too strong, maybe give it a slight nerf so that the ability isn't wasted.
Also, infiltration commandoes are the only infiltration unit that doesn't spawn with a full squad. I agree that they're really good up close but paying full cost seems excessive. Also, it seems really unbalance when the squad is just being called in from the edge of the map. It seems like you should get the full squad in that case and either four models or a reduction in MP when used as an infiltration unit. |
Could the location in the UI for Coordinated Fire be moved? When you have one section with Coordinated Fire, one with distribute medical supplies, and are using grid keys, both Coordinated Fire and Distribute Medical Supplies are not usable. There is an open spot at "S" so moving one of the two shouldn't cause a problem. |
Thanks for the replies. I'll just leave it as a link. I played a game with someone who would move his rifle blob in a large group. He lost 4-5 squads to a single goliath. He was on my team but it was still the funniest thing I'd seen in a long time. |