Ukf needed no AI vehicle because there was bofors. Nowadays it's simply worthless, but it could hold any big enough area from both, infantry or vehicles and force the opponent to go indirect fire or simply quit fighting there |
Stationary design is not bad, OST is basically pseudo stationary with tram weapons and that's its core strength but it isn't OP aswell. The difference is playerbase feedback and compromise. Ukf was always either OP or UP by the words of many but only those who play all factions say they are somewhere in between.
Bad designs are perfected through feedback, but sometimes changes straightly break the original design because it's a shortcut. Instead of fixing 3 issues amongst 3 factions, just simply break the original UKF design and add units clones and have the nerf bat at hand |
Grens are in their best spot now, I don't think any buff to them would keep them balanced. The last explosive damage reduction buff was the dream come true for grens, they are a lot more versatile and pgren are able to hit the field very fast aswell.
They struggle vs other infantry but that's intended, Imo no changes are needed |
I don't see not even the smallest effort from OP to show why buffing snipers is a good idea. |
I don't find this issue as concerning as OP does, the game has 3 allied factions and 2 axis ones, it's not UKF vs axis neither like TF2 where people main one class or like starcraft where each faction is balanced to face the other ones by itself. CoH is mostly s team oriented RTS and UKF has been performing ok on the other game modes.
If people want 1v1 UKF and unique factions, then those same people should give feedback to enrich UKF design instead of blaming bad design, ask for USF or OST units clones and whine openly for the sake of it.
UKF has been always very hard to balance, but imo was the negative feedback it received from most of its players that turned it in what it is now
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I would like some sort of squad AI option, but with actual effect on the squad performance,not like AoE2 formations that only changes their distribution.
Some abilities would also change the squad AI by default, like ambush or camo abilities.
Some examples could be, strict formations, using rows and columns to displace faster but as soon as combat shows each soldier either finds cover nearby or goes prone on the spot.
Another one would be, hunt formations, models will be on delta formation, moving slower but with better line of sight and all models can find cover on a wider area.
Other formations could be ambush, in doors, dig up and I would cap it at max 3 or 5 formations just to keep it simple enough.
Formations should affect the squad RA, suppression received, rate of fire, field of view, moving speed and in combat move speed by small but significative amounts.
Formations can be changed on the fly but a small time delay is needed, just to make the fair not too APM intensive ot exploitable
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I think that's pretty obvious he's trolling.
Imo a speed nerf sounds interesting, but I like Lagos approach, cheaper less cheesy units, a part of the army tool instead of one man squad idea. |
...it's more to do with Axis just being way too cheap.
*laughs in Combat engineer |
OP is saying that SU units are inferior and UP, and because of that reduce their Popcap to reflect their uselessness |
What if the SU85/FF target is not alive in the first place? Can it be killed? Which one is faster then? |