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Winter balance (1/2020) feedback - UKF

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22 Feb 2020, 17:59 PM
#281
avatar of Support Sapper

Posts: 1220 | Subs: 1

I really like the ideal of commando squad with rifles from Viper. They can use the same model with commando, being 4 man with 4 IS rifle without out of cover penalties and 2 weapon slots allowing elite bren.
Light gammon and others abilities can be the same.

This will make the HQ glider completely distinction from commando glider, along with commando team weapons.
22 Feb 2020, 18:12 PM
#282
avatar of mrgame2

Posts: 1794

jump backJump back to quoted post22 Feb 2020, 15:58 PMVipper
Is avre going to stay CP 9 Hammer/Anvil?


croc 12 cp nerf is too much when it is more AI
keep them at 9.

they are no super AI AT killer like tigers.
croc avre needs micro tax. especially avre. too high too high.
sturmtiger needs how many cp?

considering ukf is now pop constrain, avre should be same or slightly lower cp than ST.
27 Feb 2020, 06:43 AM
#283
avatar of Stark

Posts: 626 | Subs: 1

Its also a good moment to look into:
1. Hold the line ability
2. Recovery sappers - standarization to 5 men with other call in infantry without boolster. Also would be nice to see them hide aweeper to increase their performance.
3. Newest LandLeasse commander- its meh in late game so would be nice to change self-repairs with something else
27 Feb 2020, 07:58 AM
#284
avatar of SupremeStefan

Posts: 1220

jump backJump back to quoted post27 Feb 2020, 06:43 AMStark

2. Recovery sappers - standarization to 5 men with other call in infantry without boolster. Also would be nice to see them hide aweeper to increase their performance.
This unit should be reworked that's for sure. 5man cp0 with some unique ability should be enough
27 Feb 2020, 08:02 AM
#285
avatar of Vipper

Posts: 13476 | Subs: 1

This unit should be reworked that's for sure. 5man cp0 with some unique ability should be enough

You mean like smoke grenades, salvage and faster repair speed?
27 Feb 2020, 08:46 AM
#286
avatar of SupremeStefan

Posts: 1220

jump backJump back to quoted post27 Feb 2020, 08:02 AMVipper

You mean like smoke grenades, salvage and faster repair speed?
yep but without mine sweeper
27 Feb 2020, 08:57 AM
#287
avatar of Vipper

Posts: 13476 | Subs: 1

yep but without mine sweeper

The unit is more than fine it a support units not a combat unit
27 Feb 2020, 11:10 AM
#288
avatar of blvckdream

Posts: 2458 | Subs: 1

I know this isn't an issue for automatch but the UKF base medics are used like mainline infantry by the AI. I noticed this when testing a map. It completely ruins UKF for comp stomps. It should be kept in mind considering there are plenty of people who play custom games vs AI.

UKF AI on expert = get 2-3 medic squads and use them at the frontline like normal infantry + build 2-3 HQs at random locations and then get PIATS on the few infantry sections the AI builds. It's completely useless. At least USF and Soviet AI actually spams combat units.
27 Feb 2020, 11:40 AM
#289
avatar of JibberJabberJobber

Posts: 1614 | Subs: 3

Just change medic squad to gimped base medics.
27 Feb 2020, 12:04 PM
#290
avatar of Support Sapper

Posts: 1220 | Subs: 1

jump backJump back to quoted post27 Feb 2020, 08:02 AMVipper

You mean like smoke grenades, salvage and faster repair speed?


Is the faster repair speed given by built in sweeper upgrade or it is a different stat ?
27 Feb 2020, 12:12 PM
#291
avatar of Vipper

Posts: 13476 | Subs: 1



Is the faster repair speed given by built in sweeper upgrade or it is a different stat ?

No only Pio/CE/ST get a bonus from the sweeper:

ecovery Sapper Squad

Recovery Sappers have been adjusted to be a versatile support unit that does not require a heavy manpower investment and giving the player two squads when they would only want one.

-Only deploys one squad rather than two.
-CP requirement from 4 to 1.
-Cost from 450 to 230.
-Can throw smoke grenades for 15 munitions.
-Repair speed from 1.6 to 1.85
27 Feb 2020, 12:19 PM
#292
avatar of Support Sapper

Posts: 1220 | Subs: 1

jump backJump back to quoted post27 Feb 2020, 12:12 PMVipper

No only Pio/CE/ST get a bonus from the sweeper:

ecovery Sapper Squad

Recovery Sappers have been adjusted to be a versatile support unit that does not require a heavy manpower investment and giving the player two squads when they would only want one.

-Only deploys one squad rather than two.
-CP requirement from 4 to 1.
-Cost from 450 to 230.
-Can throw smoke grenades for 15 munitions.
-Repair speed from 1.6 to 1.85


Thank. I was always curious about whether or not Ro.e sweeper giving additional repair.

Standardized them in to 0cp 5 man call in will be nice. When i pick this Commander, i often use recovery sapper to completely replace stock sapper.
27 Feb 2020, 12:28 PM
#293
avatar of Support Sapper

Posts: 1220 | Subs: 1

At 0cp, 5 man, can we give recovery sapper grease gun profile? with the sweeper, they will only have 4 smg anyway, enough to defense again ass gren when combine with sections and use as flanker. I will give up the smoke grenade then.

Price go up to 270 - 280 ?
27 Feb 2020, 12:56 PM
#294
avatar of blvckdream

Posts: 2458 | Subs: 1

At 0cp, 5 man, can we give recovery sapper grease gun profile? with the sweeper, they will only have 4 smg anyway, enough to defense again ass gren when combine with sections and use as flanker. I will give up the smoke grenade then.

Price go up to 270 - 280 ?


I would prefer they stay utility units to be honest. They are in a good spot as it is. No need to change them.
27 Feb 2020, 15:15 PM
#295
avatar of SuperHansFan

Posts: 833

I too like the idea of a unique long range rifle commando to be slotted somewhere in a doctrine.

Commandos were actually trained to hipfire brens historically. It would also add some flavour rather than every doctrine having the same sten commandos
27 Feb 2020, 15:37 PM
#296
avatar of EtherealDragon

Posts: 1890 | Subs: 1

This unit should be reworked that's for sure. 5man cp0 with some unique ability should be enough


CP0 would probably be a bad idea with too much synergy with UC - would bully OKW in early game too much I would think. I think having them being able to put away sweeper is an interesting buff but I don't think they really *need* it since the repair speed buff, free sweeper, and access to smoke grenades is already plenty to differentiate them from stock sappers. The one buff I would like to see is having their reinforce cost reduced as I'm pretty sure it's higher than standard sappers which I'm not sure is strictly necessary for a doctrinal unit that's marginally better than stock. +1+1+1 to Hold the Line buff/fix/change
27 Feb 2020, 16:24 PM
#297
avatar of Support Sapper

Posts: 1220 | Subs: 1

I too like the idea of a unique long range rifle commando to be slotted somewhere in a doctrine.

Commandos were actually trained to hipfire brens historically. It would also add some flavour rather than every doctrine having the same sten commandos


Sander once said giving rifle to commando will make their far dps with elite bren too high. But i think if they are 4 man, it will be fine.

Everything needed are already exist,model and voice line of commando, same rifle with section but without cover penalties and elite bren tag.
27 Feb 2020, 17:08 PM
#298
avatar of EtherealDragon

Posts: 1890 | Subs: 1



Sander once said giving rifle to commando will make their far dps with elite bren too high. But i think if they are 4 man, it will be fine.

Everything needed are already exist,model and voice line of commando, same rifle with section but without cover penalties and elite bren tag.


Or I suppose you could limit them with 1 weapon slot and 5 men if Far DPS is the major concern.
27 Feb 2020, 17:27 PM
#299
avatar of Musti

Posts: 203

I think it would be far simpler to keep Vangaur as it is now in live. Seperate Airalnding Officer and the Assault Officer into 2 different units
Make so only 1 is allowed on the field, problem solved,
At this point I feel the units are distinct enough to split them.
27 Feb 2020, 18:03 PM
#300
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2



I would prefer they stay utility units to be honest. They are in a good spot as it is. No need to change them.


The unit itself is fine, the salvage mechanic was not properly implemented IMO after redesign.
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