Now that commandos actually perform for their cost (350), the glider insertion in commando regiment (only way to get them in the doctrine) is obviously too expensive for what it does. Let's compare it with its closest counterpart, Falls building deployment:
Glider:
+Anywhere on the map
+Reinforce if in friendly terrirory (kinda misses the whole point, since you'll probably be inserting in enemy territory)
Falls:
+Instant deployment, much more surprising opposed to glider loitering around for 20 seconds
+Significantly cheaper (60 mp as opposed to 150 mp)
I think the unlikely scenario where you'll be able to save the glider and take the territory is not really worth 150 manpower. I'd like to see the ability's cost reduced to 420-450 mp.
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Commandos nerf is reasonable, though glider callin should have its cost reduced. Also it implies that it affects royal engineers too, which were the only flanking (non-doctrinal) unit Brits had. Sad, really.
Flamers and flamenade nerfs are reasonable too.
Centaur nerf a tiny bit too much, considering its terrible speed and cooldown.
Light arty nerf is really great since it doesn't seem like the usual massive overnerf, I hope these units will still be used.
IS reinforce cost is justified, but I believe other aspects of Brit early game should have been addressed, and 28 seems too much.
Churchill nerf is... fine, as it was overperforming for fuel, and it's a good solution to the problem. MP cost could be reduced since it's way too manpower-heavy for what it does now.
Air superiority nerf is pretty stupid actually. It's one of the only true anti-stalemate tools in the game. If they wanted OKW trucks to survive, they should've put a -25% modifier like on heavy arty. How air superiority was hard to dodge is beyond my imagination, since you have 25 seconds to move everything out of the radius. |
Makes grenades useless against troops in buildings. The consequences are that flamer company is the only viable USF doctrine and tommies nade is not a good upgreade.
It probably was better off the previous way. |
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I can't imagine why anyone would defend the firefly's current state. It's both bad for the controlling player and frustrating for the opposite player. It's like making an ability that costs 1000 muni and wins the game immediately. Sure, it's shit, but it will be extremely frustrating to lose to that.
increase reload speed, nerf tulip damage, reduce tulip cost. Can't see what the arguement is about. |
elite infantry are overhyped, it's more about LMG. It's the lmg42 grenadier who carry the ost to victory, not the panzergrenadier.
Even the paratrooper's biggest attraction is their ability to carry two lmg.
personally I would prefer a hard cap of one lmg per squad, except for the paratrooper.
tommies aren't sufficiently powerful without brens to fight, say, lmg obers. Brens are a solution to lategame manpower shortages and taking it away will result in tommies struggling against powerful infantry. |
buff:
tommy reinforcement cost to 30-32
UC HP to 280
wasp cost to 60 mu
tommies arty to 30 range
AEC range to 50 with a cost increase to 320 mp 70 fuel.
Firefly cost to 350mp 125 fuel
vicker cost lowered to 260mp
nerfs:
commandos dps cut by half
churchill and variants hp to 1040-1280 armor to 320
Tulip damage to 2x100, lower cost per use to 60 mu
Bren gun long range dps lowered by 25%, cost lowered to 45 mu.
6 pounder cost raised to 320mp.
reducing firefly cost and keeping gun performance the same is a bad idea, it's supposed to be the best medium TD. a buff to the gun and a nerf to tulips damage would make it ok for cost.
commandos dps by half a bit too much, 1.5 would be ok. also reduce light gammon bomb to the level of guards nade.
nerfing bren dps = bad idea, brits have no elite inf except bren tommies.
AEC to 70 FU is too expensive even for 50 range.
UC hp increase is unnecessary. |
It's not free you pay to tech up, it's included in the cost to tech up. Please apply logic to your thinking.
It is free compared to the current howitzer which requires munitions to fire. |
good idea, especially with the base howie we can finally win the first egagements with some nasty arty on their heads from the very beginning
as I stated, the cooldown and scatter would be very shitty. the howies are also only unlocked 1 per tier, so no arty in first engagements.
How is nerfing most terrible indirect fire in game helping anything?
Even you admitted the scatter on it is huge and you want to make it even worse?
Hey, it's free, better than nothing. It's only for the purpose of killing static things, so scatter doesn't really matter. |
1) Make base howitzers directly controllable with an extremely long barrage cooldown, reduce accuracy. Can't kill OKW bases due to long CD but will deal with MGs in buildings (something that can only be killed by sniper, and even that is due to an oversight) and, to some extent, with light artillery. What I don't like about this is the RNG factor - the scatter is huge, but that just reduces the frequency of wipes out of nowhere, not removes it.
OR
2) Increase pyrotechnics supplies range. As it stands, the upgrade is totally useless in the early game because of the range: it's like a grenade, but with a 15 second fuse and a completely random damage value. 30 range would be enough to actually have an incentive to buy the upgrade. It will destroy bunkers and cover, and that's competely fine, because 90 munitions should be able to do that. |