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USF and UKF bases

2 Dec 2015, 11:44 AM
#1
avatar of Myself

Posts: 677

Make USF base like UKF base where the buildings Platoon post, company command post and battalion command post don't exist until they are researched...
2 Dec 2015, 11:53 AM
#2
avatar of __deleted__

Posts: 830

jump backJump back to quoted post2 Dec 2015, 11:44 AMMyself
Make USF base like UKF base where the buildings Platoon post, company command post and battalion command post don't exist until they are researched...


How about they actually have to research the building instead of getting 'free' units that simply take up pop cap and add to the horrible mp bleed you have as USF.
2 Dec 2015, 12:08 PM
#3
avatar of Myself

Posts: 677

Think those 2 issues are separated, one can implement with or without the other...
2 Dec 2015, 12:12 PM
#4
avatar of medhood

Posts: 621



How about they actually have to research the building instead of getting 'free' units that simply take up pop cap and add to the horrible mp bleed you have as USF.

Players will just buy a rifleman squad in its place and the officers vet up fast and make good capping units with their sprint
2 Dec 2015, 12:26 PM
#5
avatar of __deleted__

Posts: 830


Players will just buy a rifleman squad in its place and the officers vet up fast and make good capping units with their sprint


Yes but the officers are also way to expensive to reinforce. The point is, that it is a flawed concept. USF can swarm the field very easily early on, yet they need to tech like any other faction, but don't need to spend manpower (pioneer, engineer) to build a structure, which means less mp on the field for other factions, but not for USF. To add to this, USf gets a free unit out of whilst not building the tech, further adding to the hordes. Its just bad game design.
2 Dec 2015, 12:30 PM
#6
avatar of medhood

Posts: 621



Yes but the officers are also way to expensive to reinforce. The point is, that it is a flawed concept. USF can swarm the field very easily early on, yet they need to tech like any other faction, but don't need to spend manpower (pioneer, engineer) to build a structure, which means less mp on the field for other factions, but not for USF. To add to this, USf gets a free unit out of whilst not building the tech, further adding to the hordes. Its just bad game design.

Im sure that the squad costs 25mp to reinforce (3 mp cheaper than a rifleman) while the officer models themselves (Capt & Leut) cost 50mp now if you have both these squads that is only 2 models on the entire battlefield that cost 50 mp
2 Dec 2015, 15:01 PM
#7
avatar of __deleted__

Posts: 830


Im sure that the squad costs 25mp to reinforce (3 mp cheaper than a rifleman) while the officer models themselves (Capt & Leut) cost 50mp now if you have both these squads that is only 2 models on the entire battlefield that cost 50 mp


But when you consider the manpower upkeep of all rifles, since you need to build hordes of them to be effective, those 50 mp reinforcement costs pile up pretty quickly. Again, the free units need to go to give USF more freedom of choice, pop cap and manpower bleed.
2 Dec 2015, 15:14 PM
#8
avatar of Aerohank

Posts: 2693 | Subs: 1

Different factions have different advantages.
USF get a free squad with tech upgrade.
Ost get AT snare, free grenade, and free lmg upgrades with tech.
OKW gets free grenades, free medics, and free panzerschrek upgrades.
Soviets get nothing. :foreveralone:
2 Dec 2015, 15:58 PM
#9
avatar of __deleted__

Posts: 4314 | Subs: 7

Different factions have different advantages.
USF get a free squad with tech upgrade.
Ost get AT snare, free grenade, and free lmg upgrades with tech.
OKW gets free grenades, free medics, and free panzerschrek upgrades.
Soviets get nothing. :foreveralone:


Soviets get light armor - werhmach and brits have weak light armor.
Soviets get good doctrinal late game tanks - USA and Briths right now does not get good late game heavy armor apart from hammer/few doctrines
Soviest get best mines in game - USA get none if they dont choose right doctrine.
Soviets get flametrower , accesible AT gun , machine gun , mortar ...

I dont think soviets are UP
2 Dec 2015, 18:55 PM
#10
avatar of Aerohank

Posts: 2693 | Subs: 1

I never said they were UP.
2 Dec 2015, 22:06 PM
#11
avatar of Rocket

Posts: 728

If there going to fix anything fix it so the weapon racks are always closest to the front of the battlefield thats annoying to have to run to the back of your base more so for USF base.
2 Dec 2015, 22:12 PM
#12
avatar of cr4wler

Posts: 1164

jump backJump back to quoted post2 Dec 2015, 22:06 PMRocket
If there going to fix anything fix it so the weapon racks are always closest to the front of the battlefield thats annoying to have to run to the back of your base more so for USF base.


super annoying... also, i wouldn't add weapon racks for germans, especially not for Ostheer. would open a pandoras box for balance issues (image grens with faust and schreck...)
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