Flaweless logic!
So, when we are nerfing fallshirms, JLI, Pfussies and storms?
+1 |
Totally, what OKW needs is stg obers fighting off shock troops. |
See, the difference between old and current design is, you don't automatically lose the game, regardless of skill level or game mode if you can't field guards.
That’s true, but you’re still mostly picking shocks or IS2 or both. |
I'd take Penals over Riflemen in a heartbeat.
You’d die of a heart attack.
i left out the doctrines for everyone. core is whats important. you dont balance the core by what you can get in doctrines (i.e. old soviet design) core must be independant and work regardless of doctrines
Old design? Aside from Armoured Assault, which meta sov commander doesn’t have call ins. |
I test redesign the whole faction around Hammer/Anvil choices for each tech building as an individual choice.
For instance:
Hammer for infatry 5 men no cover mechanism and bren similar to BARs.
Anvil for infatry 4 men cover mechanism Vickers -K as lmg instead of bren
Hammer for emplacement more damage less durability Anvil for emplacements more durability less damage.
Hammer for tank faster tank, Anvil for tanks more durability
Best suggestion so far. |
That's too radical for a Mainline infantry unit, for example same Penals that are 300MP are ANOTHER TYPE OF Mainline, not the ONLY ONE Mainline, meaning you're able to go for them or Conscripts, while Brits are unable to have something like that even with a Doctrine I recon, thus this wouldn't ever be possible as is too costly.
Also "cover nonsense" is what Brits are developed to be, they historically went for more WW1 styled war and their weapontry shows that, so it has to stay.
Riflemen are a 280mp 5 man squad. My proposal would make sections a 300mp 5 man squad. Huge difference apparently.
As for the British theme, this would be better represented using weapon profiles and moving DPS than cover bonuses. |
My money would be on reworking Sections entirely. I absolutely hate their design.
Remove their cover nonsense. Make them a standard 5man squad in the style of 5man grens and with similar combat capabilities and no weapon slots. Either medkit without aoe or pyrotechnics with bundle grenade and flare for base arty. 300mp cost plus 29mp reinforce. No bolster or nades means earlier T1 with sappers and snipers. |
Fair.
What’s your personal opinion on sectons Sturmpanther? |
So is this part of a general investigation that also looks at replays and tables, or are you gonna just base a decision on this poll? |
The USF officers are the bane of the faction. They don’t feel unique to the player, they are mandatory to get if you tech up and they are frustrating to play against because “why does he get free squads and I don’t?”.
Lieutenant and Captain need to be reworked into specialist squads that are NOT free, NOT mandatory with tech and NOT just fancy Riflemen.
I’d redo the USF tech structure to be more like Ostheer. You are forced to tech linearly from platoon to company to battalion command post. Officers are still available from each level of tech but you don’t get them for free and they are distinctly different from Riflemen.
Lieutenant- 5 man squad with 3 M1 Garands on Riflemen models, 1 Paratrooper M1 Carbine on the Lieutenant model and 1 M1C sniper rifle on a Pathfinder model. This squad is an anti sniper team/long range combat team that can help USF in long ranged fights that it normally struggles with. Ability is a sniper shot that kills one model instantly and is intended for countering a sniper if you get a flank off. Good in long ranged fights but can only pick up one weapon. This makes him situational as an anti sniper or long range unit, but is weaker than a rifleman squad at generalist duties.
Captain- 5 man squad with 4 Rear Echelon models with RE M1 Carbines and the Captain who has a Paratrooper M1 Carbine. Can upgrade to have double Bazookas or double M1919A6 LMGs making him a good support squad with his good upgrades, but is weak when not upgraded. These weapon upgrades reflect what actual weapons were held at the company level and would’ve been issued out at the direction of the company commander (a Captain).
Major- no rework needed to his abilities or armament, just increase squad size to 4 men and don’t give him for free with tech. 4 men is a slight buff to the squad, but since you have to buy him separately and not get if for free then a small buff seems reasonable.
End result? USF officers are all more specialized in their roles and are more appropriately armed per historical tables of organization and equipment. They are no longer mandatory, but are no longer free. This gives USF players more freedom to get team weapons without being forced to get a squad they don’t want or need, but is also means that playing against USF you don’t have an enemy that gets free squads just for teching up.
Best idea I’ve heard on usf. Wish the balance team took this seriously. |