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Officer Veterancy Change

16 Feb 2019, 04:27 AM
#1
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

In the Febraury 7 Patch, this change was put into the USF Officers:
•Gains veterancy 20% faster
I'm not sure what to make out of it, did they just buff them to be more atractive to replace?
23 Feb 2019, 03:48 AM
#2
avatar of CODGUY

Posts: 884

In the Febraury 7 Patch, this change was put into the USF Officers:
•Gains veterancy 20% faster
I'm not sure what to make out of it, did they just buff them to be more atractive to replace?


They keep making these weird changes to USF that doesn't really improve much and never really makes any sense. Like why did the LT lose the BAR? Ehy did Riflemen lose the smoke? The only thing they've done with USF that makes any sense is the Jackson buff and improvements to Mechanized Company.
24 Feb 2019, 11:54 AM
#3
avatar of Lago

Posts: 3260

jump backJump back to quoted post23 Feb 2019, 03:48 AMCODGUY
They keep making these weird changes to USF that doesn't really improve much and never really makes any sense. Like why did the LT lose the BAR? Ehy did Riflemen lose the smoke? The only thing they've done with USF that makes any sense is the Jackson buff and improvements to Mechanized Company.


The BAR was exchanged with the Bazooka because it synergised better with the reworked Lieutenant tier.

Smoke was removed from Riflemen because it made them too effective at countering their own counter.
24 Feb 2019, 18:39 PM
#4
avatar of Joshua85

Posts: 606

jump backJump back to quoted post24 Feb 2019, 11:54 AMLago


The BAR was exchanged with the Bazooka because it synergised better with the reworked Lieutenant tier.

Smoke was removed from Riflemen because it made them too effective at countering their own counter.


Agreed. Those changes all made good sense. Riflemen with smoke grenades was necessary before they got a mortar, but insanely powerfull after they got this option.

And pretty much everybody skipped Cpt. before the revamp because Lt gave better options and was much more powerful with the BAR.
6 Mar 2019, 03:21 AM
#5
avatar of CODGUY

Posts: 884



Agreed. Those changes all made good sense. Riflemen with smoke grenades was necessary before they got a mortar, but insanely powerfull after they got this option.

And pretty much everybody skipped Cpt. before the revamp because Lt gave better options and was much more powerful with the BAR.


A LT with a BAR at roughly the 4 minute mark isn't anywhere near as OP as 4 STG44s at the 0 minute mark. The reasoning behind removing it was absurd.
6 Mar 2019, 06:53 AM
#6
avatar of Joshua85

Posts: 606

jump backJump back to quoted post6 Mar 2019, 03:21 AMCODGUY


A LT with a BAR at roughly the 4 minute mark isn't anywhere near as OP as 4 STG44s at the 0 minute mark. The reasoning behind removing it was absurd.


Lol!

The sturmpioneer squad is arguably the worst enginner squad in the game in terms of filling its intended role.

Sure the first 4-5 minutes it's pretty good- because it's a 300 mp unit facing units that cost 30-50% less.

After that they starts trading horribly, their DPS loss is felt much harder for each model dropped (or weapon swapped with non AI alternative), losing them is much more devastating and getting more of them is a much bigger investment as they have a price and reinforment cost close to that of an elite unit. Oh yeah and their barbed wire is much slower to build (also sturdier, but that's not what you need it for 90% of the time when you wire off hard cover and door ways in the early game).

Pretty much the only plus the Sturms have over soviet combat engineers, or wehr pioneers, is that it is a 300 manpower unit that you get from the start.
6 Mar 2019, 22:18 PM
#7
avatar of CODGUY

Posts: 884



Lol!

The sturmpioneer squad is arguably the worst enginner squad in the game in terms of filling its intended role.

Sure the first 4-5 minutes it's pretty good- because it's a 300 mp unit facing units that cost 30-50% less.

After that they starts trading horribly, their DPS loss is felt much harder for each model dropped (or weapon swapped with non AI alternative), losing them is much more devastating and getting more of them is a much bigger investment as they have a price and reinforment cost close to that of an elite unit. Oh yeah and their barbed wire is much slower to build (also sturdier, but that's not what you need it for 90% of the time when you wire off hard cover and door ways in the early game).

Pretty much the only plus the Sturms have over soviet combat engineers, or wehr pioneers, is that it is a 300 manpower unit that you get from the start.


Strums wipe the floor with anything USF can field at the start of the game. They can be dealt with fairly easily by Brits and Soviets though I'll give you that.
7 Mar 2019, 02:13 AM
#8
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

Fun discussion guys, but that's not what I asked, did they remove shared veterancy but buff the veterancy gain of the combat officers?
7 Mar 2019, 07:58 AM
#9
avatar of Joshua85

Posts: 606

Fun discussion guys, but that's not what I asked, did they remove shared veterancy but buff the veterancy gain of the combat officers?


Sorry about the off-topic.

if I read it right it seems it is kind of both a buff and a nerf as they get their vet faster, but the vet2 is a bit weaker.

It would have been nice if they had given a deeper clarification about the thought proces.
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