The test was charging thru open ground again some of the highest DPS units...In addition they did not even use the light gammon bomb.
The patch takes a CP 3 units and moves to CP 0.5 while reducing the cost of getting about 200 manpower, while greatly buffing its vet bonuses.
PLS no more units with brute force add utility instead.
UKF is already drowning in utility
What it doesn't have is a stock CQC squad, and being a CQC squad requires them to have some actual punch, not just abilities.
They're limited to one, it's not like you can start making your army out of airlanding officers. |
I'd be happier giving Sturmpios an elite shreck if it took T4 set up for them to buy it. An early elite shreck would be a bit too hard on LV play, IMO.
At which point they lose the early elite shreck. Could it be made so T4 unlocks the passive that gives them better shreck stats? |
Jesus crispin christ, people really want to find anything to complain about, don't they?
The USF have been able to use medics as a 'capping squad' since they launched. They even get a transport to drive around in. Nobody does it because it is a moronic idea, stop waving around your 'But what if-' hypothecating and actually think for one second about what you are proposing.
As for the old comparisons to USF rifle smoke - No. Absolutely no.
1) USF could smoke grenade with every single squad. UFK have a golbal cooldown, as well as longer time for the smoke to land.
2) Getting close was better for the USF as rifles have good close quarters power, and BARs that are improvements for CQC. Tommies are a long range squad, their weapon upgrade is a long range LMG that has to be stationary, and they have to be in cover to even fight cost effectively. |
What is the range of PF sight?
Can PF call in arty?
Can PF drop Smoke?
Can someone survive the first minutes while using only PF for each mainline infatry?
Can Tommies throw flares?
Can Tommies have the longest range vehicle snare in the game?
Can Tommies sprint with Vet?
Can someone survive the first few minutes against a well played sniper using only tommies for mainline? |
I am afraid we are gonna see the following trick a lot of times: Vet 1 pyro section spots the MG from very far away ---> smoke gets dropped ---> 5-men section blob walks through the smoke.
It's just gonna be pretty annoying I think, but would be helpful to play some test mod games
This was a problem for rifles because rifles have their highest DPS up close, own semi auto rifles and every single squad could throw both types or grenade. They were also always good on the move.
Infantry sections not the same CQC threat, so a blob of them emerging out of smoke is going to spend a while getting to the cover they need to hug to be efficient and even then, they're not fighting at their strengths. If they are using weapon upgrades they even need to be still to fire.
(On top of that, a smoke drop on your MG doesn't make you backpedal it and get some cover for it, that's on you.) |
Oh boy! You get to make a bunch of arbitrary conditions!
Know what Infantry sections don't have?
The longest range snare in the game!
By a 4 man squad that can’t build trenches.
Nope, this is also vetted pfusis, which are a 6 man squad
The ability to fire flares that provide even longer LoS with no requirement for the squad to remain close by!
Ah yes Pfusiliers which can’t build defenses, heal on the move, call in arty, call in smoke and don’t have an MG with absurd vet 1 range in buildings
No section can heal on the move, call in arty, and also have the LoS, becase medic andf pyros are mutually exclusive. If you think the Vickers being tied to bildings is a good thing you just need to get better at the game, literally any other vet bonus would be more reliably useful. None of which changes the fact this 'response' is just But brits can DO things!
Already had prefectly acceptable moving accuracy with no need for a buff! And beat the crap out of every mainline in cover, though I do agree with the buff, but it’s more of a sweetener than a necessary buff
No comment
Get a grenade without needing side tech! Volks have no grenades and Grens have a long range rifle nade with huge wind up
I'm still talking about pfusis here. Literally this enrtire post was about pfusis.
Just listing things that the infantry section can do is asenine.
Don’t be a dumbass, listing all the great things Sections can do paints the whole picture of why their absurd sight is a huge issue in this context.
It's not an argument, it's just pitiful complaining.
Funny, that’s what you’re doing.
I was doing it ironically. But as you're taking it seriously?
Surely you must aggree, that pfusis having a flare and everything else above is a huge issue, and we must immediately nerf pfusis.
It's the exact same logic. Here is a list of lots of strong things about pfusis, therefore they must be an issue, therefore we must nerf them. |
Let’s play a game: spot the mainline infantry
Now another game: Spot the infantry that can build a trench for its MG with extra vet 1 range
Now another game: spot the infantry that can call in cheap smoke
Now another game: spot the infantry that just got 0.2 moving accuracy modifier buff
Got your answer? Comment below and win a free trip to 5 star Siberian hotel.
Oh boy! You get to make a bunch of arbitrary conditions!
Know what Infantry sections don't have?
The longest range snare in the game!
The ability to fire flares that provide even longer LoS with no requirement for the squad to remain close by!
Already had prefectly acceptable moving accuracy with no need for a buff!
Get a grenade without needing side tech!
Just listing things that the infantry section can do is asenine. It's not an argument, it's just pitiful complaining. |
Let’s play a game: spot the mainline infantry
Oh, oh, I know this one! It's Panzerfusilliers!
Not every army is exactly the same and pyro sections are one of the UKF's two spotting options. No army lacks them. |
Requoting this. This is absurd.
How come such buffed sight is not stated in the notes?
I would have scratched my heads if this gone live, with no idea why my units are spotted.
Is this a bug or another stealth buff?
To repeat what has already been said, seing as you love pointless repetition so much:
Snipers have 45 sight range
Pyro Sections have 42 sight range
Other recon squads like JLI or Pathfinders have 50 sight range.
Snipers with veterancy permanently have 54 sight range
Pyro Sections with veterancy have 52 sight range and only in cover
They're on curve. |
I didn't even get time to turn up to the party before the thread went to shit?
Damn. I feel like I missed out on watching a train wreck.
Oh well.
For the record - no, you are not right. |