That's a good point. I think real problem for LMG42 Grens is the fact Sections and rifleman can be upgraded to easily out gun them, but if the weapon slots for Sections and riflemen were reduced to one then the LMG42 would become more viable.
i dont know about rifle but a rework on section is very needed, indeed.
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Replace starting Tommies with Engineers.
+1 Excellent idea
im on it, too, but it have to be done with adjustment to UC, or the syn will be vrey strong for a UC built opening. |
With the proposed buff in the note, namely reload and tank commander, let just standardized rear armor of churchill to 110 if it make pp happy. I personally will prefer sifting those rear armor to the front, like 280/110, keep the tank commander, standardized reload to 6.25/6.5 (6.125 in the patch).
For the comet, pp complaint it have better AI and too much utilities. My proposal will be cost remain 175 and remove both the grenade and wp. The comet will still have enough utilities with smoke and war speed, vet 1 can change to reduce smoke cd like on cromwell or an increase smoke range, and, if possible, war speed change to muni cost per use, get rid of the ro.e activation. Wp then can be move to cromwell in form of an about 60 muni upgrade "issue wp round" exclusive to hammer. It wilk help the cromwell scale up late game and overall making hammer more attractive with benefits to the fast cruiser tank. The CD and range of the wp if moved to cromwell can be adjust, i think a longer cd and the requirement of a upgrade is enough to not make it oppress. Talking on the realistic respective, the wp on cromwell make a lot more sense as it is the M64 shell available for 75mm gun, the 77mm gun on comet dont have such a shell.
Still, will sections received some serious work, like a price increase back to 280 and a simple bolster work ? |
Imo Lt should more combat oriented and CT more support so not med kit for Lt.
I mean AT grenade and grenade, med kit is unneeded with usf anyway |
Captain
Give captain a grenade or AT grenade
Consider giving him ostheer medkits.
For futher suggestion on USF officers:
https://www.coh2.org/topic/106921/usf-officer
If cpt get one, lt can have one, too. |
I don't even know where to start.
First of all, USF will get the snare after unlocking LT or CPT which costs a total of 35 fuel, and considering you have 20 fuel as a starting resource you can get LT or CPT as your 3rd unit if you want to. WHICH axis vehicle is the problem in this time frame? Kübelwagen? 222 and Flame HT comes after you get a officer and the 221 arrives at the same time if not later. Please elaborate the "very big early game problem" USF will have with the snare change. This change is a straight BUFF btw. Not sure why you would complain about a buff to the faction you main.
Im assuming you had a misunderstand here. The new requirements for rifleman snare is BOTH officer or a FULLY unlock platoon/company cp. Which mean, the fastest way to snare will be LT/CPT into mechanized platoon/company cp wahich cost 35+20=55 fuels. I tested it myself, with average early game income and current teching time, the sane is available at 4 minute mark if rush, but it is only when go straight đo the mechanized unlock, meaning no nade, no ambulance, no weapons rack. We all know that that usf without ambu and/or rack/nade 6 minute into the game is very close to suicidal. Take any two of those side techs into account and rifleman snare can be easily delay upto minute 6/7, meaning there can be a couple of minute of free roam for Flame HT. Thing will only get worse if someone decide to go both officer, which will make snare available at 70 fuels and event with a longer teching time, and that still without ambu and nade/rack.
Seriously, why cant you just bundled the at nade with the nade tech ??? Will it suddenly make usf broken or what ? why wasting time in trying this unrealistic double requirements stuff ? The nade tech itself can be increased to 20 fuels or require 1 officer to be able to research if it make pp happy, and still, it will be much better than current. |
locking rifleman snare behind 2 officer or a full base building may turn out to be too late, USF may have to play 5-6 minute early game without snare, which can be dangerous again flame HT rush.
why cant it just be lock behind the grenades tech with the cost back to 15 fu ? |
as usual, after a couple of days UKF thread allway received smallest amount of care and feed back, this faction is hated.
Still, dispite the scope of this patch is faction's "core issue", i see those "core" problem of UKF barely touched, namely bolster and indirect. Dont get me wrong, QOL change is nice, but outside of change with Bofor/aec tech nolonger lockout, all the other fancy things with centaur, ff, churchill are just simple some stats change, which may look nice at fist, but can be easily undo just shortly later if the community dont like it. I mean, i dont care if the centaur can run a bit faster, or the FF can turn a bit quicker, because those thing can be easyly taken away while main issue of the army keep exist.
What the faction need is at least an infantry rework, and (may be) the introduction of stock LM. These will be and should be the works that if done right, will form a steady fundamental from which balancing all other things of the army can be done not just by bandage on bandage or other trash.
after getting in to modding myself, i can say that a rework of bolster is not difficult technically but at the same time i understand that the amount of calculation needed to balance it out is huge and last time the subject is bring to the table, mod team dont want to take the risk of screwing up. Still, situations has switched now, with the green light from relic on this ptach, and With the scale and scope of it, i dont see any bigger chance for such a jobs to be carried out. There were a lot of ideal on this already, it is just the matter of how far you want to go, mod team. While OKW is having what basically a tech rework now, why cant UKF get something that serious ? |
bug with advanced emplacement: mortar pits built by sections don't get the heavy barrage
It is a oversight, since the mortar pit built by section is another unit from the one built by sapper. So what may happened is that mod team working on the sapper's pít while left the section's pit untouched. |
Not a friend of the cancer pit buffs. It always was an uttery broken unit.
Anybody tested whether the cancer pit can baserape while being built behind the hedges on crossing in the woods? No need to give that shit thing extra range.
Now this is Simply not the case, a pit built behind the hedge on crossing in the wood will reach just slightly over the VP.
Anyway, yeah, extra range for pit is unneeded, just make the land mattress stock and be done with it. |