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[Winter Balance Update] UKF Feedback

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26 Nov 2020, 21:45 PM
#1
avatar of Sander93

Posts: 3166 | Subs: 6

Please use this thread for all UKF-specific feedback on the Winter Balance Preview

Scope
In regards to your feedback, please keep the following in mind:
The focus of this patch is: Core Armies, Meta Problems, And Quality of Life Improvements.


UKF patch notes:


Here is the link to the steam Preview mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2299363388
26 Nov 2020, 22:12 PM
#2
avatar of TomDRV

Posts: 112

Mortar emplacement
There's not any damage change, but it's just a longer range?
To make it clearer, could the barrage be called 'super-charge barrage' or similar? 'heavy' implies it deals more damage.
26 Nov 2020, 22:15 PM
#3
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

jump backJump back to quoted post26 Nov 2020, 22:12 PMTomDRV
Mortar emplacement
There's not any damage change, but it's just a longer range?
To make it clearer, could the barrage be called 'super-charge barrage' or similar? 'heavy' implies it deals more damage.


The UI could be touched up. It seems we forgot to mention those rounds are essentially 120mm Soviet Mortar rounds. Will be sure to touch that up soon.
26 Nov 2020, 22:17 PM
#4
avatar of TomDRV

Posts: 112



The UI could be touched up. It seems we forgot to mention those rounds are essentially 120mm Soviet Mortar rounds. Will be sure to touch that up soon.


Awesome! And nobody will look close enough at the models so just describe it as this ;) https://en.wikipedia.org/wiki/ML_4.2-inch_mortar
26 Nov 2020, 22:39 PM
#5
avatar of NorthFireZ

Posts: 211

Trenches build as fast or faster than sandbags when sections are 5man.
26 Nov 2020, 22:48 PM
#6
avatar of TomDRV

Posts: 112

Trenches build as fast or faster than sandbags when sections are 5man.


When 4 man too. Extend trench build time by the same proportion as sandbags have been?
27 Nov 2020, 00:19 AM
#7
avatar of WAAAGH2000

Posts: 730

More issue Not chose Hammer
27 Nov 2020, 00:25 AM
#8
avatar of OswaldMosley

Posts: 62

The AEC vs Puma matchup is already pretty titled with the Puma's good range and line of sight, being a concern atm
27 Nov 2020, 00:31 AM
#9
avatar of Support Sapper

Posts: 1220 | Subs: 1

A lot of improvements, still, i thought bolster was the biggest core issue of UKF but it dont have it rework ?
27 Nov 2020, 00:41 AM
#10
avatar of Support Sapper

Posts: 1220 | Subs: 1

The AEC can be further delay and have a slightly AI buff.

About the heavy engineer upgrade, since the speed penalty is being removed,i think the vicker K should be removed as well, The sapper's vicker k is not strong and doesn't help with the smg loadout of the squad, and it come very late to be a power spike. in exchange, upgrade cost can be decreased, like from 60 to about 45 muni, and the squad's name can be change to "experts engineer training" to get rid of the "heavy" nature - indicate thay they are nolonger slow.
27 Nov 2020, 01:08 AM
#11
avatar of Dharx

Posts: 83

I fully agree with the changes to sanbag build times, but I wonder whether that won't cause issues for UKF specifically on certain maps like Crossing in the Woods where there simply aren't enough pieces of cover around some key areas. I hope this is taken into consideration.
27 Nov 2020, 01:33 AM
#12
avatar of Support Sapper

Posts: 1220 | Subs: 1

Will a bolster rework be consider? I mean It is the biggest core issue of the faction and this may be the last chance it can have ?
27 Nov 2020, 02:31 AM
#13
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Most changes look good, interesting the mortar one.

Will a bolster rework be consider? I mean It is the biggest core issue of the faction and this may be the last chance it can have ?


+1

Idea: Make the 5th man optional for IS for no cost (after researching the upgrade) but it occupies 1 weapon slot with say the "scoped" Lee Enfield (which was basically the same as vanilla). (optional) Increase the cost and improve the Bren.

Then you have to opt between double Brens at 4 man or 5 man squad with only 1 weapon.

MAYBE same principle applying to Royal Engineers.


In this way you have more room to adjust the units without been scared of how much they end up scaling when they are able to get the 5th man upgrade.
27 Nov 2020, 02:38 AM
#14
avatar of Elpern

Posts: 84

Ok with all the changes, wish that we also streamlined the valentine to other light vehicle hp so its snarable with 1 faust, which currently isnt the case. Could lower the price a tiny or increase its armor sligthly so its more durable vs 222/luchs but the hp really needs to be streamlined further imo. Id also like to add that the 100 muni offmap from the same commander is a troublesome ability, since all too often the red warning smoke doesnt show and for 100 munis it has to be one of if not the most cost effective offmap in the game, hitting fast, making vehicle status effects and dealing a lot of dmg over a long period of time
27 Nov 2020, 02:53 AM
#15
avatar of Support Sapper

Posts: 1220 | Subs: 1

Bolster rework suggestion:
- Bolster research removed.
- Medic section removed (other healing options are already available).
- Grenade tech unlock "rifle section" upgrade for 45 muni on tommy, add a scope enfield (no sniping model, just some acc/sight bonus) take up 1 (or event 2) slot, allow reinforce to 5 man and unlock base arty.
- Weapon rack research unlock "weapon section" upgrade on section for 25 muni, add a 5th man without taking slot, allow for 2 bren setup.
- Sapper can be 5 man default or getting 5th man via sweeper/heavy sapper upgrade. This also get rid of issues with 5 man double PIAT + snare carrier and 5 man flame squad.
- Rifle/Pyro and weapon sections upgrade can be further distinguished with some small exclusive bouns. For example, pyro section can gain back 1.25 cap rate, or have a sight bonus, or moving acc bonus, while weapon section can have 1.25 built speed for bags/trench (wont be too much since bags and trench build time was increased in general)
27 Nov 2020, 04:48 AM
#16
avatar of IntoTheRain

Posts: 179

First, I don't understand why sections are getting off this lightly. Even out of cover, they are superior to all other mainlines. Some of their cover bonus needs to be moved into their Vet 1.

As others have suggested, Bolster should have replaced the medical upgrade. With Base healing finally being practical for UKF, keeping it on sections is silly. As others have suggested, this should be replaced with the bolster upgrade and it should take a weapon slot.

Second, why are they so squeamish about adding a mobile arty option for UKF? There's no reason the Land Mattress can't be reworked and moved into the faction. Nerf its barrage size, range, add suppression and reduce its reinforce cost, and you have a mini Panzerwerfer that could pin positions while infantry advance on them.

Third, they really need to look at Brit pop capts. Their 100/100 army is tiny, and reducing the Churchill's pop by 1 isn't really gonna cut it. By bringing sections in line (along with the other suggested nerfs) they can actually take a look at the pop cap and maybe open up enough room for a maxed out Brit army to field another unit.
27 Nov 2020, 05:07 AM
#17
avatar of Support Sapper

Posts: 1220 | Subs: 1




Second, why are they so squeamish about adding a mobile arty option for UKF. There's no reason the Land Mattress can't be reworked and moved into the faction. Nerf its barrage size, range, add suppression and reduce its reinforce cost, and you have a mini Panzerwerfer that could pin positions while infantry advance on them.



+1 on Stock land mattress, the heavy mortar barrage is just strange. Event as it is now in doc, it still meh at best. Reduce it a bit, add suppression and put it in company CP after anvil or hammer teched. The empty slot in mobile assault can be replace by mortar cover from commando reg, totally good ability that being waste by being in a too muni heavy doc.

Further more about the heavy mortar barrage, patch note said it have 180 range but currently it is same with normal barrage. And it fire a mix of heavy shell abd light shell, which is weird. Hope that will be addressed.
27 Nov 2020, 05:12 AM
#18
avatar of Descolata

Posts: 486

First, I don't understand why sections are getting off this lightly. Even out of cover, they are superior to all other mainlines.

As others have suggested, Bolster should have replaced the medical upgrade. With Base healing finally being practical for UKF, keeping it on sections is silly. As others have suggested, this should be replaced with the bolster upgrade and it should take a weapon slot.

Second, why are they so squeamish about adding a mobile arty option for UKF. There's no reason the Land Mattress can't be reworked and moved into the faction. Nerf its barrage size, range, add suppression and reduce its reinforce cost, and you have a mini Panzerwerfer that could pin positions while infantry advance on them.

Third, they really need to look at Brit pop capts. Their 100/100 army is tiny, and reducing the Churchill's pop by 1 isn't really gonna cut it. By bringing sections in line (along with the other suggested nerfs) they can actually take a look at the pop cap and maybe open up enough room for a maxed out Brit army to field another unit.


Last i checked, Sections WERE in line with other infantry, 8 pop for 5 men. Pgrens are 8 for 4. Rifles 7 for 5. Only exception is maybe engineers, where UKF NEEDS 2 late game for snaring coverage. As was their entire infantry team. The problem was they always needed "n+1" tanks to deal with "n" tanks, meaning they always felt like they needed 120 pop. Exceptions are the Comet and the Valentine, which are pretty pop efficient for a British vehicle (multi-purpose, tough for their tine slot). Centaurs, Cromwells, Fireflys, and Churchills are just over poped for their practical potency. The Crocodile is a clear outlier(keeping THAT beast at 19 makes some sense, its do effective)
27 Nov 2020, 05:22 AM
#19
avatar of Descolata

Posts: 486

Can the Medical Section heal while garrisoned? It would allow for interesting play with the new mortars while keeping them safe.

(And give an intuitive way to achieve the garrison bonus and where to put medic.)

Also, change predicted MG profile on the trench placement to the Vickers, not the MG42. Vickers is slightly wider. Easy QoL.
27 Nov 2020, 07:19 AM
#20
avatar of Aarotron

Posts: 563

Mortar pit getting that extra reach feels nice. Especially as it allows it to actually still function later on without having to be straight in the frontline to reach targets. I would have liked if it had some special ammo types for tech choice like the wp or airburst, but that might be bit too much. Churchill buffs are nice but i am not sure how much tank commander will help, but its good to have it. It felt weird that churchill didnt have it.
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