I am not sure where this hostility comes from my point is that heavy sapper upgrade is currently badly designed, I think you agree to that.
Imo just removing the moving penalty is not going to fix but it will create other issues.
My over reaction. Sapper is my fav unit in my fav faction and i belive i know them in my hand, so im kind of carried away.
There are two points, the fist is the heavy upgrade is not good designed, im agree on this. The secon, which im strongly againt, is that sapper is being described as some kind of cost - effective fighting unit with elite lever stat.
The ideal and proposal on this unit has already been shown, what remain is up to the team now. |
I suggest you try heavy sapper as fighting unit in game.
A 210 unit being more durable than elite infantries is simply wrong any way.
stop with that, i play with sapper every day, what do you think. And also stop with cutting my post just to deflect the subject in your way. Yes, sapper can be somewhat "durable" but describe them as fighter is just delusional. i already make it clear in the rest of the post, At best they can stand again gren or volk after a DOUBLE or event TRIPLE amound of muni had been spent AFTER THE LASTET TECH OF THE FACTION, but that is pretty much end of the line with them. The fact that they can some what fight with THAT kind of investment isnt event close to broken, any unit with with such a load of muni should be able to dish out some dmg. May be sapper with 3 lmg used to be scary when they have their own version of bren, but is is long gone. Can i ask you for a replay with sapper as late game mainline fighting unit which actually have an impact on the victoy ? In case you deflect it back to me, i can provide some good replay of my own with sapper built as trolling with teammates as carrier, but outside of meme maker, what do you have ?
This sapperphobia need to go. |
Point here is that Vicker K is not the only issue but the armor also. Combined with target size Ro.E. entity get nearly 170 effective HP.
Mate, trust me, im main UKF for 2000+ hrs by now and i can say heavy sapper flame will never stand again late game elite and tank, event if they do deal some dmg, remember that you have spent 150 muni for 3 lmg set up or 165 muni for flame +2 lmg set up, with that amount of muni, i can sort out section armed to the teeth with double Bren and medic/pyro, and get much more out of it, just stop hanging on small scrap like this already. Royal engineer and mobile assault are quite off meta by now if you ask.
And, who give a shit about armor and speed when i cane have double repair for free, |
Actually rifles at late game are more useful than the sten because they do not get destroyed while trying to close the distance.
Fair enough, my biggest issue was the strange felling of upgrade from smg to rifle, which i belive should be avoided.
That is also an option. The problem here thou is flamer/armor combination. I would be tempted to removed the mu cost and armor and be done with it. That would make sapper gain repair speed passively.
Double building and repair rate for free ? Now event i as an UKF main have to admit that will be too much of a bonus. With the muni freed from the sapper upgrade, you will see mine everywhere late game or a lot of off map, etc. it is just pure pleasure to plant mine with heavy sapper since they just do it very fast and now i have event more muni to spend. I cant wait te see such a change.
On serious side, making it free may lead to a require of reducing in the bonus on sapper, whicj i dont want to see, i will take the current bonus without the LMG and armor for 30 muni, or many be nolonger take extra dmg while repairing for 45 muni.
Yes heavy gammon bombs are much better suited for Ro.E.
i already mod it myself, it not too difficult to do i can say, along with a bolster rework. Despite that, balance team still holding up on taking this one of a time change to get it done and it make me quite sad.
The calculations needed to balance it out may be large, i know, but if OKW is event having a tech rework which can turn out making a completely new dominance snowball meta, what can be so scary about touching bolster anyway ? |
The idea of repair bonus, an lmg and armor is combined is bad.
My suggestions was:
Hammer heavy get heavy gammon bomb and armor.
Anvil Heavy engineer get repair boost and possibly vicker k/enflieds.
Riles at that late of the game will not very useful, and changing from smg to rifle is just strange.
The easiest way will be just remove the vicker K and reduce the cost down to 45 muni and call it advance engineer training to get rid of the "heavy" part, indicate that they are nolonger slow.
Or, if possible, let them stat with rifle and can be upgrade to sten gun with ass engi M3's proflie after AEC or boffor tech. This "assault sapper" upgrade should lock out sweeper/heavy sapper and can come with heavy gammon bomb moved from section (you allway want to moved it from sections, no ? i got it). This can also be a path to get to 5th man engineer in case a rework of bolster happen and it nolonger global, along with heavy sapper upgrade also provide a 5th man. |
I’d like to see the universal carrier have a little more utility. Maybe a recon upgrade for capping and speed bonus or something?
It should have been given an upgrade which turn it into a ambulance clone instead of the current medic squad, and a smoke discharger like on the valentine instead of section's off map smoke |
My ideal is swaping scot with sherman 105, buff sherman 105 durable to stumpanzer lv.
Scot move to rifle company, e8 to armor company.
By doing so, USF have a stock tanky AI specialis, open the path for neftng jackson's durable. Rifle company now have a mobile infantry support gun, armor company now have advance premium medium tank.
i had made a mod on this along with works for other faction if anyone want to check it out. |
Because then they would likely often start reloading at a bad timing out of the player's control, which would lead to frustration, and it would be abusable by someone who learns the reload timings (trigger a burst, walk away, wait x seconds for the reload to start and come back while the unit is reloading).
talking of it, i kind of think the CD of the reload is quite long, is it intended ? |
Well I mean.. There's the whole 6 man crew thing....
Well, sure, but deathloop is a thing, too, mate. |
Double bar Riflemen make Paras and rangers redundant which Hurts Airborne company, Heavy Calvary, and Urban Assault if these doctrines are going to make a came back riflemen gotta be toned down. To make up for the having only 1 weapon slot riflemen cost could be lowered to 270MP, and RE given access to real land mines.
i think at best delay the second BAR until major will be enough, limited to 1 BAR will basically scrap rifle's late game scaling.
Suggestion:
rifleman weapon slot from 2 to 1, major dispatch now unlock an upgrade for the second BAR for same price. Same can be consider for section with company CP unlock the second Bren upgrade. |