Ah yes. Their marginally better results specifically between the distances of 4 and 10 make them mad OP.
You know, the distance they *already* thrashed Volks at.
You missed the part where everyone playing UKF is revolting because sections, the best mainline by far prenerf, got a 0.1 target size debuff out of cover. |
Wait to hammer for 2 Thompsons is too late and 2 Thompsons at that time doesn't have much effect. Ukf need an improved early game, their late game is OK.
I suggest swapping royal engineer and Universal carrier. Royal engineer available in T0 will give UKF early caping power, provide close range defense for Tommy against OKW rush and taking flanking opportunities.
Meantime, by moving Universal carrier to T1, we can slap fuel cost on it and buff it up to become a truly AILV, increase armor/HP and allow troops to shoot from inside like in coh1, a smoke discharger upgrade for mobile smoke outside of pits.
Assault engineer can be a call in for some new doc.
+1 |
I think the CP2 assault package is a step in the right direction, but imo a 5-10mp cheaper reinforce cost would work wonders in making it more viable. For assault units, cons bleed a lot and with how amazing shocks are it’s hard to justify using them over shocks. |
off topic, but they absolutly CAN work as a support squad to make your heavy hitters preform better, but certainly not at the same price (or close) to the enemies *ahem* independent core infantry. at least once you get tanks on the field now after many minuets of being mowed down by enemy weapon upgrades cans can flip the bill and die more efficiently
Off topic as well, but I agree. I actually find myself enjoying the faction a tonne more, especially since they have snares and T2 means Zis gun so you don’t die to ostheer LVs.
I'm far from an expert on the Soviets but I've always had pretty good luck with their Penals into Scout Car then Shocks build. The only problem I've run into with Soviets is their later armor is pretty terrible unless you go with some doctrinal vehicles. USF and UKF have much better late game armor.
I used to play T1 religiously in 1v1s. I actually got some great wins using Guard Motor to hold off LVs with Guards until I got T70 and SU76 to patch the line. Problem was no zis guns for long periods of time, as well as huge issues vs ostheer and okw who spammed team weapons. T2 start is way more balanced, while Guard Rifle Combined got a huge buff with CP2 assault package and KV1 buffs. |
Tommies must be good, maybe nerf them early game but boost them late game, why? bcs that's the only legit infantry unit that they have, not counting sappers as they're like a utility unit, look at other factions:
Ostheer: non-doctrinal: Grens, PG's, doctrinal - ostruppen, storms, jaegers, ass grens
OKW - non-doctrinal: volks, obers, (possibly sturms?), doctrinal - falls, fussilers, jaegers
soviets - non-doctrinal: cons, penals, doctrinal - guards, shocks, partisants(lol wut), DP guards and something else
USA - maybe bad example cuz they only have rifles, but they are very versatile unit and have a snare after all and can build up many things with proper doctrine, doctrinal - rangers, paras, ass engies, pathfinders and such.
While Brits only got Tommies and what else infantry units? commandos only? that's it? no wonder that Tommies must be good cuz it's only 1 unit, without a snare, needs upgrade to use grenades, cant build anything except sandbags and trenches, they are simple as that and that's the reason why i say they need buff for late game, and slight nerf for early game. Apart of that i'd give them some 2nd non doctrinal unit like SAS maybe or non doctrinal commandos which can get upgrades with the proper doctrine
Literally nobody ever said Tommies must be bad. Everyone got fed up dealing with this insulting faction that was designed to be OP and sold to make money, so the community team has been fixing this broken mess.. Tommies were overperforming and it was time to tone them down. 0.1 target size debuff out of cover is not the end of the world.
As for the extra inf option idea, I agree. Perhaps an officer unit like the airlanding one? Maybe Observation Tommies from game files in a JLI role? |
Soviet isn't built around anything that's why cons suck and the maxim sucks and their teching is a manpower leach...
Soviets are built on crutching on Shocks, T70 and IS2, then throwing men to the meat grinder until you win.
Conscripts could have been the core of the soviet army as Strelki (riflemen) squads, but Relic’s design was insulting. At least the community team is working towards improving things, but the Soviet army needs a revamp desperately. |
That is inaccurate according to test Shocks troops charged STG Ober in open and won 10 out of 10 times.
You can’t test this engagement and pretend it’s the norm. Obers have a nuke nade and a WP nade, while Shocks have a grenade and smoke grenade, so positioning and grenade use would determine the winner of this matchup. |
I again got an older bug where if my mortar (brit 81mm in this case) is actively barraging and I hit retreat, the team retreats but 1 guy is left back with the mortar in a t pose and refuses to move. I could still move around the 3 other team members at my base. To my surprise I solved this by right click holding and ordering the team to set up the mortar at the position of the t posing guy. The team moved over to him and properly set the mortar back up. |
There was no single "Sections are still too strong / Sections are to weal now" threat since the patch. This is imo the best indicator that the live sections are fine.
+1 |
Why are the answers so extreame? Pre patch were slightly overpowered and now seems fine but I wont say thats a 100% balance guarantee, if UKF need something is to fill the design flaws they have like non doctrinal flamethrower and non doctrinal light support artillery
You’d have to rework the entire faction, otherwise live brits and stock flamethrowers & land mattress is too much. |