Since the nerfs the wasp has disappeared from high level play. But how do you balance a unit that comes so early but also can upgrade into different roles potentially making it OP for a mid tier munition investment?
My answer is to scrap the upgrade and split the UC into two different units similar to what was done with the 221 and 222. Current UC will remain at current stats in teir 0 but only has access to Vickers upgrade.
WASP can be built after AEC unlock for a mirror cost of ostheer FHT fuel, armour and health buffed to FHT level to match.
This would give Brits some counterplay to garrisons but one that this time would arrive the same time as it's natural counters such as 222 or Pak. It would also fit the theme of hammer tech quite nicely. |
Hmm, you think the Cromwell is under priced? I'm not sure I agree even if it did get MG buffs especially when you put it side by side with the Sherman, but what's your reasoning?
(also not sure why the centaur was brought up)
Cromwell when it had stronger AI power was 120 fuel, then crush was removed and maingun nerfed to P4 levels.
People complained crom was weak, so relic reduced fuel to 110. This is where relic messed up by not matching MG damage of new nerfed Cromwell with other mediums (also this overnerf issue also hit comet but obviously that unit has just been fixed).
With buffed MG I think Cromwell is worth 125f due to the great vet reload bonuses it gets. And with better AI it will unlock those faster.
Centaur was mentioned because someone else says it has no role. But obviously it will because people still build ostwinds when panzer4 exists.
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Before katitof and vipper turn the thread into another flamewar I just want to put forward my proposal
Fuel price from 110 to 125
MGs to match the comet
Centaur will still remains relevant like the ostwind. UKF tier 3 in this way mirrors ostheer. |
On paper I would agree but when you realize USF can still popcap abuse with vehicle crews it's really not the end of the world.
Especially when rangers can carry so many weapons
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So I hadn't touched UKF since the patch till about 2 day ago after the little section vet 3 buff, AND THE FACTION IS AWFUL. There's literally nothing you can do on certain maps and chokepoints because you have no indirect + no CQC squad, and now sections don't dominate everything. It's like fighting your opponet with 1 arm tied behind your back. Cromwell is still garbage by comparison to other mediums, probably on par with the OST p4 before MG upgrade. Other than that though the armor is functional, there's just no infantry support for the faction though.
Watch some Jove games and see how he uses land mattress commander to deal with these issues on cqb maps. Newly buffed inf commandos and early RE flamer can help you hold your own against ass grens, stg volks or pgrens. Late game repair ability to help your comet that will lack heavy sapper repairs. And of course the mattress that despite being a bit weak compared to Katy or werfer can still do some work.
But I would agree without commandos you're running against the wind unlike other factions. But until UKF infantry and upgrade tech gets a revamp this is your best bet from what I've seen.
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Comet
Fuel cost reduced from 185 to 175Hull MG accuracy increased to 0.7/0.55/0.35/from 0.6/0.45/0.25/Hull MG burst duration increased to 1.5/1 from 1/0.75 secondsHull MG damage increased from 4 to 5
Got a big buff.
So how is it? Allies OP
These are the changes the tank needed after relic hit it with a quadruple nerf two years ago. Now hammer tech is finally an option again rather than a waste of fuel.
Good work balance team |
I'm pretty sure it started when Stuve beat Nicko's USF with it. Nicko got intrigued and started using it himself. Now - because Nicko is using it - the strategy has become all the hype among top players.
There are certain players that already did it in previous patches, like Brosras, Jae4Jett and Aimstrong, but back then G43 Panzergrenadiers weren't nearly as strong.
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Personally, the strategy wouldn't be my first pick. I've seen it used against the very best players, like DevM and Kimbo and they can punish the slow start hard. You will be fighting with 2 MG42's and 2 Pio's in the first 3,5 minutes against 3 rifles, so one mistake can ruin your setup and make it hard to comeback. Furthermore, if your opponent manages to get in an advantageous position, you can't really force him out with just pio's and mg's, so you might have to give up ground you otherwise could've fought for with T1. In the midgame your infantry will be strengthened by 2 G43 Panzergrenadiers and the Jaeger Command Squad, which are very efficient and strong infantry at all ranges, but they will likely be outnumbered. Lategame you probably have 1-2 more G43 Pgrens, tanks of your choice and the AT strafe, which is quite a solid composition. The only problems are the single snare and lack of Tiger.
I'd recommend one of these similar builds instead if you like playing with strong infantry:
"MG - Gren - Gren - MG" start with either Elite Troops or Lightning War.
By getting second MG instead of third Gren, you give up some early aggressiveness, but will bleed less and have one less squad to upgrade. 2 Grens are still good support for the MG's and will easily beat off any single Allied squad when kept together. This start costs 360 more manpower than T1 skip, but has less weaknesses and might result in more mapcontrol. Afterwards you can do something like "Pgren - 222 - Pgren/Storm - Pak - Pgren/Storm", which you ofcourse upgrade with G43's to get an unbeatable infantry force.
"MG - Gren - Gren - Gren" start with German Infantry.
The aim is to get all Grenadiers upgraded with Veteran Squad Leaders. 5 men Grenadiers are actually equal/better than G43 Panzergrenadiers at mid/long range, altough slightly less efficient per model. They also got buffed this patch. The vet 3 damage reduction makes the squad insanely durable against most explosives and makes the -10% RA you get with the upgrade more effective. You can really do anything you want after this start, the 5 men Grenadiers at 2 CP alone make it worth it. You don't even have to make the 250 if you don't feel like it.
This is simply false
Stuve only started using it after being seal clubbed by Jove et all a few times |
I think the artillery needs a buff. Not only is it absolutely out shine by the medical kit, the latter being a necessity if you want to heal, but I find it often fails to even kill an Ostheer Bunker. You're better off bringing up your 6 Pounder or AEC.
It was a good upgrade before the sight range nerf last patch because it gave you a good recon unit. Brits obviously lack nondoc 222 or T-70 sight range.
AEC or UC suck in that department, so IMO extra sight on what on average was one or two squads with flare upgrades was hardly unbalanced.
After nerf I don't see any top players using it until ultra late anvil tech. Possibly make the upgrade free considering it locks you out of meds.
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It's good the balance team is open to a British infantry revamp
If you ask most British players what most will complain about is lack of diversity. Last patch helped with the sniper buff but still you're just mostly investing in Tommies...
There's plenty of scope for change. Maybe am early game recon section that keeps the 1.25 cap speed but can't upgrade brens.
Some sort of elite that has no healing, normal cap speed but with airlanding officer skin to provide some diversity, hammer could give them Thompson's and anvil a unique bren profile. |
The problem with Tommies is that a well meaning nerf to blobbing has penalized players that ignore heavy Tommie builds and go for MG, vanilla tommy and combined arms play. It's also hit the rarely used AT tommies as well (I could be wrong but I'm pretty sure they are using tommy profile, they feel weak ingame).
Now your staple mainline infantry costs 280 for a four man squad, before the nerf four men were ok holding their ground. Now they struggle to support your MG and drop like flies unless you put all your spare fuel and mp into five man and tommie tech... Which again defeats purpose of a combined arms build. I thought people were fed up of people insta locking five man and wanted to see less, not it made mandatory...
People will most likely bring up grens but grens having Faust, nade and cheap 240 base cost makes them superior in the combined arms role with free upgrades and lots of doctrinal upgrade options. I think this is where the issue lies imo.
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