While the UKF are generally well-designed as a faction, they suffer from massive balance problems and poorly thought-out and inconsistent development. While I would not call myself a competent player, I think most of these changes speak for themselves.
If you don't understand quite what I mean please don't hesitate to ask. I tend to think of changes as a modder and some of my terminology is a bit odd.
Please quote every suggestion you disagree with and argue your point with reference to current stats so we can keep the discussion clear.
This is a thread about fixing the UKF, not a thread about how OP another faction's units are. While you should make comparisons with other units, I'd appreciate it if there were no "Free Squads" or "OP Free Tech" style arguments.
Field Headquarters
Infantry Section
As a result of the cover bonus being implemented as an out-of-cover penalty, Infantry Sections are less effective with both looted enemy weapons and British weapons compared to infantry of other factions and Royal Engineers. Changing the cover bonus to an actual bonus while reducing the power of some of the weapons in question would solve this. In addition, the proposed damage nerf from two patches ago has not been reverted from the Tommy's vet 3 Scoped Lee Enfields. Relic should probably get around to that.
- Bren gun cooldown multiplied by 1.2
- Bren gun reload time multiplied by 1.4
- PIAT reload time multiplied by 1.4
- Vickers K cooldown multiplied by 1.2
- Vickers K reload time multiplied by 1.4
- Lee Enfield cooldown multiplied by 1.2
- Lee Enfield reload time multiplied by 1.4
- Scoped Lee Enfield cooldown multiplied by 1.2
- Scoped Lee Enfield reload time multiplied by 1.4
- Scoped Lee Enfield damage increased from 14 to 16
- Infantry Section cover bonus changed to the following:
Status | In Cover | Out of Cover |
Cooldown Multiplier | 0.83 (1/1.2) | 1 |
Reload Multiplier | 0.71 (1/1.4) | 1 |
Universal Carrier
The Universal Carrier suffers from poor pathfinding and has too little health to justify the relatively expensive weapon upgrades. Reducing the cost of the upgrades slightly and adding small health increases will probably make it slightly more useful, pending further balance changes if these changes are too much.
- Vickers K Mounted Variant upgrade now increases the Universal Carrier's health by 60
- Wasp Flamethrower Variant upgrade cost from 90 to 60
- Wasp Flamethrower Variant upgrade now increases the Universal Carrier's health by 60
Platoon Command Post
Royal Engineer
Royal Engineers are currently better than Infantry Sections as a weapon platform due to their lack of an out-of-cover penalty. The changes to the Infantry Section help with this but Royal Engineers have their own version of the Bren with minor differences. Changing this so they use the same version as the Infantry Sections would fix this issue.
- Royal Engineers now use the same Bren gun as Infantry Sections
3-Inch Mortar Emplacement
The mortar pit is currently an all-in proposition. The high performance means that a well-protected mortar pit is OP but the high cost makes building one a risky proposition. Reducing the cost and health as well as increasing the reload time will make the mortar pit less punishing for both sides.
- Health reduced from 700 (5 AT shots) to 480 (3 AT shots)
- Cost reduced from 400 manpower to 300 manpower
- Reload time increased from 6 seconds to 8 seconds
Anvil/Hammer Choice 1
Let's look at teching costs:
Faction | Fuel Cost to T2 | Fuel Cost to Light Tank | Fuel Cost to T3 |
UKF | 30 | 45 | 145 |
OKH | 70 | N/A | 185 |
SOV | 95/105 | 105 | 195 |
USF | 50/60 | 50/60 | 170/180 |
Clearly, UKF has a significant advantage both when rushing light vehicles and teching to medium armour. Despite this, UKF has some of the best armoured units in the game. Increasing the fuel cost of this choice and requiring it to upgrade to T3 adjusts the timing on both the AEC and the Cromwell while still allowing players to use AECs and Bofors.
- Anvil/Hammer upgrade costs increased from 100/15 to 100/40
- Anvil/Hammer upgrade now necessary for the Company Command Post upgrade
AEC Armoured Car
The buff to the AEC's AOE, timing and its performance against light vehicles make it extremely powerful but with the timing change due to the change in tech costs only its slightly over-buffed AOE is an issue. In addition, reducing the delay and increasing the firing cone of Tread Shot will make it useful enough to start to balance it.
- AOE radius reduced from 2.5 to 1.5
- Tread Shot post-firing aim time reduced from 4 seconds to 2 (Total delay from ~6.625 seconds to ~4.625)
- Tread Shot fire cone angle to 10 to match standard AEC gun
Bofors Emplacement
The Bofors is currently the most durable emplacement with 1000 health (effectively 4000 under brace). It is also a unit that locks down a large area to anything but a significant combined-arms attack or medium tanks and can be built before most light vehicles. Interestingly, it only costs 280/30 to build. Reducing its health to 480 (1920 under brace) makes it easier to counter and closer to a reasonable price/efficacy level.
- Health reduced from 1000 to 480
Company Command Post
Sherman Firefly
The Sherman Firefly is an odd unit. It has extremely poor DPS when first built but can be upgraded to be able to destroy medium tanks before they can react and, at vet 3, is ridiculously powerful due to receiving both reload and damage buffs. Evening out the performance of the Firefly to make it more fun both to use and fight will make it better balanced.
- Tulip Rocket damage reduced from 240 (total: 480) to 160 (total: 320)
- Tulip Rocket recharge time reduced from 120 seconds to 90
- Tulip Rocket firing cost reduced from 100 munitions to 75
- Firefly damage increased from 200 to 240
- Firefly vet 3 damage bonus reduced from +80 to 0
- Firefly vet 3 penetration bonus increased from 0 to +15%
17 Pounder Anti-Tank Emplacement
The 17 Pounder is roughly equivalent to the Pak43 but takes up 20 pop compared to the Pak43's 15. Changing this might help the 17 Pounder get used outside of large team games.
- Pop cost reduced from 20 to 15
Anvil Choice 2
Churchill Infantry Tank
The Churchill's grenade ability currently does 120 damage across its entire radius and the Churchill does not have the Target Armour ability like almost every other tank.
- Target Armour ability added
- Churchill hardpoint 4 changed from churchill_crew_grenades to comet_crew_grenades
25 Pounder Artillery Guns
Given the current scatter values, its use as a fancy satchel charge and its inability to move closer to its target these guns are useless on all but the smallest maps. In addition, the guns are strictly worse than all other heavy artillery and their rotation rate makes certain overwatch abilities ineffectual.
- Penetration and AOE penetration increased from 120 to 1000 (Brings them in line with other heavy artillery)
- AOE increased from 6 to 8 (Brings them in line with other heavy artillery)
- distance_scatter_max reduced from 18.5 to 12 (makes it more accurate on large maps)
- angle_scatter reduced from 9.25 to 5.6 (makes it more accurate at long range)
- speed_horizontal increased from 25 to 50 (makes it quicker to rotate to a target)
- speed_vertical increased from 25 to 50 (makes it quicker to rotate to a target)
Commanders
Commando Regiment
Commando Glider Insertion
This ability is currently overpriced compared to Vanguard Regiment's Logistics Glider. Reducing the price and allowing you to spawn more commandos from the glider would make it more useful.
- Commando Glider Insertion price reduced from 500 to 400
- Commando glider can be repaired and Commandos can be built when it is in friendly territory
Royal Artillery Regiment
Valentine Tank
In the first or second patch after release, the Valentine had its damage reduced by 50%. Reverting that nerf would make it a good competitor to the AEC.
- Damage increased from 80 to 160
Sexton
The Sexton is a significantly worse version of the Priest for a slightly cheaper price. Increasing its effectiveness to match its price will give the Royal Artillery Regiment some actual artillery.
- Sexton AOE increased from 6 to 8
- Sexton AOE distance (N/M/F) increased from 1.5/3/4.5 to 2/4/6
Perimeter Overwatch
Problems addressed with the buff to the 25 Pounder rotation rates
Royal Engineer Regiment
Anti-Building Flame Mortar Support
This ability currently checks for a building in the target area and calls in flame mortar rounds on it at 15 second intervals. The ability costs 150 munitions and is made oddly (which is probably why it's a bit unpredictable). For ease of use I suggest it be reworked to an overwatch ability lasting 30 seconds for 75 munitions. In addition, anti-garrison abilities are most potent the earlier in the game they arrive so it should arrive earlier than 8 cp to be most useful.
(An overwatch ability fires at certain targets in the ability's area of effect that you can see. In this case, it would fire at enemy emplacements and occupied buildings but, due to a specific exemption, not OKW trucks.)
- Cost reduced from 150 munitions to 75 munitions
- Command point requirement reduced from 8 to 6
- Ability reworked to use an
overwatch action instead of a
target action
Special Weapons Regiment
Tank Hunter Infantry Sections
Their HEAT Grenade costs the same amount as every other vehicle snare but does half the damage.
- HEAT Grenade damage increased from 50 to 100
Hold The Line
It currently takes 30 seconds (35 seconds) for the anti-infantry (anti-tank) aircraft overwatch to begin which is plenty of time for an enemy to neutralise the frontline sectors they overwatch, cancelling half the ability. Reducing this slightly will mean the planes are more likely to appear.
- Anti-infantry overwatch delay reduced from 30 seconds to 20 seconds
- Anti-tank overwatch delay reduced from 35 seconds to 25 seconds
Concentrated Artillery Operation
This ability can easily one-shot an OKW truck. Reducing the number of shots and the cost would make this less frustrating to deal with.
- Number of salvos reduced from 5 to 3
- Cost reduced from 250 to 175
Churchill Crocodile
This tank is a mess. It treats the hull-mounted flamethrower as its main gun, costs as much as a Tiger but has essentially no anti-tank ability while taking the equivalent of two more hits and is not massively better versus infantry. Some adjustment is needed.
- Main gun moved to hardpoint 1
- Flamethrower moved to hardpoint 2
- Veterancy bonuses adjusted to refer to the new flamethrower hardpoint
- Target Armour ability added
- Main gun damage increased from 80 to 160
Vanguard Operations
Forward Logistics Glider
Having unrepairable units that are limited to one is a little silly.
- The logistics glider can now be repaired
Air-Landing Officer
The Air-Landing Officer's Officer Charge is more than a little ridiculous. It reduces received accuracy by 75%, increases weapon accuracy by 40%, increases speed and reduces weapon cooldown by 20% for ten seconds. In addition it only costs 15 munitions and can be used every 90 seconds.
- Received accuracy multiplier increased from 0.25 to 0.8
- Weapon Accuracy multiplier reduced from 1.4 to 1.2
- Cost increased to 30 munitions
Tactical Support Regiment
Designate Command Vehicle
The recon plane ability of the command vehicle should have some cost.
- Cost of the recon ability increased from 0 to 30 munitions
Field Recovery Operation
Rarely will you need more than one Royal Recovery Engineer and their inability to build anything or receive the Heavy Engineer upgrade strictly limits their usefulness.
- Royal Recovery Engineers can now build all structures that a Royal Engineer can
- The ability only calls in a single engineer
- Ability cost reduced from 450 manpower to 300 manpower
Artillery Cover
This ability is clearly intended to give the UKF a way to break heavy defenses without being a one-click counter by disabling enemies in an area if they do not move. Unfortunately, it can cripple and destroy vehicles before they can retreat and effectively locks the enemy out of an area for a full minute.
- Anti-vehicle shells no longer cause engine damage. All anti-vehicle shells only cause disable gun crits
- Initial delay increased from 4 seconds to 10 seconds
- Ability duration reduced from 70 seconds to 40 seconds
Forward Observation Post
Paying 300 manpower and 60 fuel for the ability to spend large amounts of munitions in a 100 unit radius is a little steep, especially since this is a late-game ability.
- FOP cost reduced from 300/60 to 100/20
What do you think?
EDIT: I've almost certainly made several mistakes when writing all this. Please point out any poor spelling or grammar and suggestions that just don't make sense so I can fix them.