The current heavies are to medium vehicles what medium vehicles are to light vehicles. Imagine putting a Panzer IV in OKW Mechanized, and you've got the current situation with heavies in the medium tier.
There are two solutions. The first is to delay heavies until about CP13 so medium armour has time to accumulate. That dilutes their impact substantially: they become simply a good unit rather than a game-dominating shock vehicle.
The second is to increase the cost of going for a heavy over a medium to the point where it ceases to be a more effective strategy. That involves either adding a teching barrier or increasing the cost of the heavy tank directly.
+1
That's basically the issue.
Delaying to 13cp would probably be a decent solution, and that's what it was before: locked behind high cp so they didn't come super early. The one downside to that is the change would inordinately affect teamgames, since cps accumulate slower on average in teamgames.
I kinda like a cost increase option, that way it'd make it much harder to get a heavy as the first tank, both timing and price wise, and it would be a larger resource investment to lose. |
I know the new changes are definitely a step in this direction, and I haven't had a chance to play the mod yet , so I don't know if this is a solved and gone issue or whatever, but I just wanted to briefly discuss the rationale behind the title statement.
Heavies currently are meta because they're super powerful, good at killing everything, and are fairly easy to use compared to other armor due to the high health. That's all fine to a degree (what degree is a discussion for another thread), but what's not fine is that people (myself included lul) regularly build heavies as their first or second tank now. This is an issue because they are much too powerful to be coming at such an early timing when the opponent doesn't really have a large enough army (usually) to defend against them and they just kind of steamroll. Currently they have the same sort of shock value an extremely early Luchs or T70 has but on steroids since they counter everything except massed TDs (which, if it's an even game, shouldn't exist yet, especially if the person without the heavy is ostheer). Heavies should not be shock units, they should be the capstone on a more or less completed army, one of the last units you build IMO. |
Buff stormtroopers up to commando DPS and they have no justification to remain 2cp. You'd have to increase them to 3cp to match commandos, which would be fine IMO, they'd be stronger as a unit but would have to come a bit later (and as you said be more expensive). |
I have to disagree for this one, they are very cheap as is and can withstand a fair bit mid game. You can drop them on your defense and reinforce your whole army, allowing them to be repaired could result in a map full of shot blocking, sight blocking and pathing blockers!
The Glider that allows you to build commandos and be a FRp however SHOULD be allowed to be reinforced just due to the fact it costs around 900 man power to get out a single commando squad (although if the recent patch notes remain, its cheap enough to be unrepairable).
True.
Mostly an issue with the HQ glider, and it'd be fine if that was the only repairable one actually. |
Plz.
It's annoying that something that's supposed to have some functionality and can be damaged simply by landing on stuff (let alone if there's AA on the field) is irrepairable. |
Bump cuz it's still a thing and now they're fixing the nade AoE. |
I think the out of cover penalty shouldn't apply to PIATs tbh. It wouldn't even be a buff so much as making it an actual option; currently the (40% iirc) reload penalty probably makes them one of the worst possible AT infantry units ingame.
I'd go as far as to say that maybe the out of cover penalty should be replaced by an honest to god bonus, but only apply to the enfield rifles.
Honestly I'm not even too scuffed about that. It's an awful penalty but it's ultimately irrelevant since there's literally no reason to put PIATs on sections ever when you have cheaper royal engineers with snares and no debuff to put them on, that way your royals actually vet and have a combat usage even with a sweeper.
I think the out of cover penalty doesn't even affect the enfields that much IIRC, mostly just slot weapons, the bren especially, and I think the enfield DPS is fine early game. |
UKF's always had the same problem: it's a janky faction with a basic roster full of holes that gets by leaning on a few overpowered 'crutch' units.
Take away the crutch, and it falls over.
And that's been the direction of UKF since the December Balance Patch.
DBP's emplacement nerfs killed off SimCity as a viable strategy. SBP's Centaur nerfs killed off the Centaur Rush just before GCS2.
The more recent patches have killed off the Bolster Blob into Crocodile.
The problem is removing the overpowered jank is only half the equation: you've also got to fill in the holes in the roster. Sapper Snares were a game-changer for the faction, but putting it on the same footing as the other factions requires finishing the job.
UKF needs a viable long-range counterplay to team weapons: a mobile mortar, or something that does the same job.
Is that likely? Probably not: Relic's stance is rebalance, don't redesign. The Balance Team do what they can within the constraints they're given, but UKF's problems run deeper and until the Balance Team gets the authority to fix them they'll remain.
+1
IMO they also need a nondoc infantry squad that can actually be aggressive though. Sections have some of the worst moving acc penalties in the game, are dependent on cover for their RA and DPS bonuses (or rather, un-debuffs), can only be upgraded with LMGs, and are the only nondoc infantry unit in the faction. They need something that can funtion like pgrens. |
+1
I think standard pack howie rounds should more or less be clones of the leig. That way it's still is effective but doesn't just one shot entire squads or leave them with a fraction of HP left. |
Something something 2cp with camo something something.
Also tac assault. |