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UKF September patch discussion

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25 Aug 2019, 19:45 PM
#121
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

I maintain that if comet and Churchill were limited to 1 and balanced according the UKF would be all the better for it. And before some goes "BUT PANTHERS!" fuck off. We're talking about ukf and can address panthers when we get there


I'm with you on that. Either specialize comet to AT and don't limit it, or make it the mini-tiger again and limit to 1
26 Aug 2019, 00:48 AM
#122
avatar of Support Sapper

Posts: 1220 | Subs: 1

If the churchill stay the same as it is right now (not like in the patch preview), a limit of two is acceptable to me.

At the same time, add some limit to panther cause fuk panther spam.
26 Aug 2019, 01:31 AM
#123
avatar of mrgame2

Posts: 1794

Ukf already have specialised AT...
Limiting Churchill to 2 wont work and is confusing.
If you surprised this game was bad, not me, i played tons 2v2 and ukf can dominate with late game Churchills, 2 Churchill 2xRE piats and FF behind, then you throw tons of arty at the problem.

I think reducing its damage from 160 to 120 can be a start.
26 Aug 2019, 04:28 AM
#124
avatar of Grumpy

Posts: 1954

Given the other changes to Rifle Sections and pyrotechnics, would the balance team look at restoring the ability of Tank Hunters to be upgraded at least to pyrotechnics? I haven't seen them used in ages, they were always sorta situational, like a panic puma only worse, and the doctrine as a whole is so-so. It would also help if some of the shells on the off-map arty didn't scatter so that it would reliably counter howitzers.

26 Aug 2019, 04:34 AM
#125
avatar of Support Sapper

Posts: 1220 | Subs: 1

jump backJump back to quoted post26 Aug 2019, 01:31 AMmrgame2
Ukf already have specialised AT...
Limiting Churchill to 2 wont work and is confusing.
If you surprised this game was bad, not me, i played tons 2v2 and ukf can dominate with late game Churchills, 2 Churchill 2xRE piats and FF behind, then you throw tons of arty at the problem.

I think reducing its damage from 160 to 120 can be a start.


And why it wont work to be exact ?

You keep repeat that panther is the latest tech tank but at the same time the churchill is the UKF latest tech heavy tank, too. Why should it do only 120 dmg per shoot ? Please get rid of your theories about churchill getting max range shoot in panther rear, it's nonsense as hell.

And why you have to bring ost late game in almost every arguments ? If you really care that much about the faction, you must know that they received multiple buff to a variety of unit last patch.
26 Aug 2019, 04:41 AM
#126
avatar of mrgame2

Posts: 1794

2 is still very strong and im not a fan of hard limits, it just weaken the viability and options. Can the engine do such limits even? So confusing.

Reducing its AT performance better. It will need extra 1 hit to kill. Make more sense as an infantry support heavy tank.

Max range shot to rear armor is a real thing. Reminder rear armor is 50% of a tank.
26 Aug 2019, 04:45 AM
#127
avatar of Support Sapper

Posts: 1220 | Subs: 1

jump backJump back to quoted post26 Aug 2019, 04:41 AMmrgame2
2 is still very strong and im not a fan of hard limits, it just weaken the viability and options. Can the engine do such limits even? So confusing.

Reducing its AT performance better. It will need extra 1 hit to kill. Make more sense as an infantry support heavy tank.


Why two tank that cost total of 320 fuel shouldn't be strong to be exact ?

Reduce its AT, fine, give it an upgrade with HE shell of Sherman so it be can be come anti infantry specialist.
26 Aug 2019, 04:57 AM
#128
avatar of Support Sapper

Posts: 1220 | Subs: 1

Isn't "Turn your front armor to face the enemy" a basic L2P issue???
26 Aug 2019, 04:58 AM
#129
avatar of mrgame2

Posts: 1794

Eh no need for he shells. Churchill already have grenade and many hull mgs. The fact Churchill have better moving accuracy than panther is bad.

It is a strong AI tank already, just too strong AT then needed.
26 Aug 2019, 05:00 AM
#130
avatar of mrgame2

Posts: 1794

Isn't "Turn your front armor to face the enemy" a basic L2P issue???


Besides pathing issue with game engine. Shots from 30 degree off front counts as rear armour hit just an example
26 Aug 2019, 05:06 AM
#131
avatar of Grumpy

Posts: 1954

jump backJump back to quoted post26 Aug 2019, 04:41 AMmrgame2
2 is still very strong and im not a fan of hard limits, it just weaken the viability and options. Can the engine do such limits even? So confusing.

Reducing its AT performance better. It will need extra 1 hit to kill. Make more sense as an infantry support heavy tank.

Max range shot to rear armor is a real thing. Reminder rear armor is 50% of a tank.



The +2 pop cap is already a decent nerf and effectively limits a player to two Churchills. Two Churchills plus two sappers and three Sections is around 75 pop cap, leaving 25 for AT plus whatever else you're going to get. Add in a Vickers, and you are probably going to have to choose between a 6 pounder or a Firefly.
26 Aug 2019, 05:08 AM
#132
avatar of mrgame2

Posts: 1794

We just saw a balance preview game with 3 Churchill :p

Hence this reheated discussion on otherwise quiet ukf thread
26 Aug 2019, 05:23 AM
#133
avatar of Support Sapper

Posts: 1220 | Subs: 1

jump backJump back to quoted post26 Aug 2019, 05:08 AMmrgame2
We just saw a balance preview game with 3 Churchill :p

Hence this reheated discussion on otherwise quiet ukf thread


I saw that game, and that's why i believe limit to 2 churchill wilk work.

Actually, ost did have the upper hand early on and 3 churchill got pushes back quite effectively by stug spam screening by pgren. What happened is ost player invest in stug too late and lost his infantry force.

26 Aug 2019, 05:48 AM
#134
avatar of Grumpy

Posts: 1954

jump backJump back to quoted post26 Aug 2019, 05:08 AMmrgame2
We just saw a balance preview game with 3 Churchill :p

Hence this reheated discussion on otherwise quiet ukf thread


I missed the preview games. Were they all 1v1's and did the person using 3 Churchill's win? I could see where you might get away with that in a 1v1. In a 3v3 or more, someone will run a recon and someone will follow that with a Walking Stuka, Pwerfer, or LEFH shot and get the engineers repairing the Churchill. Then you get to wait a minute for your new engineers to spawn before resuming repairs.

Some of the disagreements may be a matter of perspective. I just played two games against Sim City. In the first one, someone built so many Bofors in the center of Lienne that it became funny at some point. They usually lasted about 2-3 minutes. The most annoying thing was that I couldn't harass their fuel because the retreat path would have been right past the Bofors. The second match was on Steppes and I had to take down a Bofors and mortar pit by myself. It took way too long and almost caused us to lose. Mortar halftracks will do it but it can take awhile, even with incendiary. If all my experience was like the second game then maybe I'd be more worried about Sim City. In any case, Sim City didn't seem all that viable so it seems like people are mostly complaining that it took them too long to win a game.
26 Aug 2019, 05:57 AM
#135
avatar of mrgame2

Posts: 1794

With benefits of post game review, imo the ukf played too cautiously rather than held off by stug.
Many occasions i thought if he stayed or pushed more, the game will close earlier. Churchills all ended vet3 iirc.

The Wehr blobber was unlucky to lose 2 vet pgren to arty, but that another thing i mentioned earlier on the arty clearing.

Otherwise,i cannot see Wehr coming back once the 3rd Churchill is out.

2 Churchill limit wont work because in most 2v2 games, thats the max ukf will want to bill...so it changes nothing and ukf player are still comfy with it...

3 Churchill in a 1v1 is rare and a nice exhibition game, but prove how strong this meta has been and still is
26 Aug 2019, 06:34 AM
#136
avatar of Katitof

Posts: 17895 | Subs: 8

jump backJump back to quoted post26 Aug 2019, 01:31 AMmrgame2
Ukf already have specialised AT...
Limiting Churchill to 2 wont work and is confusing.
If you surprised this game was bad, not me, i played tons 2v2 and ukf can dominate with late game Churchills, 2 Churchill 2xRE piats and FF behind, then you throw tons of arty at the problem.

I think reducing its damage from 160 to 120 can be a start.

And what you are actually trying to counter that almost 500 fuel with? 1 panther?
Also, reducing churchills damage is not only stupid, it does absolutely nothing to all of its match ups, it will still lose against panther and will still win against p4, so that's a pointless suggestion.
26 Aug 2019, 07:08 AM
#137
avatar of Smiling Tiger

Posts: 207

jump backJump back to quoted post26 Aug 2019, 06:34 AMKatitof

And what you are actually trying to counter that almost 500 fuel with? 1 panther?
Also, reducing churchills damage is not only stupid, it does absolutely nothing to all of its match ups, it will still lose against panther and will still win against p4, so that's a pointless suggestion.


Wait if the Churchill will lose to a lone Panther so easily then why did you say that anybody who builds a Panther to counter a Churchill has "failed miserably" a couple pages back?

Also unlike most high costing vehicle combos the double Churchill Firefly combo is much easier to achieve than most because of the Churchill's survivability due to it's absurd HP and overly potent gun.
26 Aug 2019, 07:27 AM
#138
avatar of mrgame2

Posts: 1794

120 damage means Churchill needs to stick around for 1 more shot. I think it just fit the heavy AI profile instead of the same 160 as AT gets.

If you think this wont matter, then why not go ahead to trial it.
26 Aug 2019, 08:02 AM
#139
avatar of Support Sapper

Posts: 1220 | Subs: 1

jump backJump back to quoted post26 Aug 2019, 07:27 AMmrgame2
120 damage means Churchill needs to stick around for 1 more shot. I think it just fit the heavy AI profile instead of the same 160 as AT gets.

If you think this wont matter, then why not go ahead to trial it.


Why anything thay messing around infront of a churchill for 5 shoot deserve another shoot ?
26 Aug 2019, 08:27 AM
#140
avatar of Support Sapper

Posts: 1220 | Subs: 1

jump backJump back to quoted post26 Aug 2019, 05:57 AMmrgame2
With benefits of post game review, imo the ukf played too cautiously rather than held off by stug.
Many occasions i thought if he stayed or pushed more, the game will close earlier. Churchills all ended vet3 iirc.

The Wehr blobber was unlucky to lose 2 vet pgren to arty, but that another thing i mentioned earlier on the arty clearing.

Otherwise,i cannot see Wehr coming back once the 3rd Churchill is out.

2 Churchill limit wont work because in most 2v2 games, thats the max ukf will want to bill...so it changes nothing and ukf player are still comfy with it...

3 Churchill in a 1v1 is rare and a nice exhibition game, but prove how strong this meta has been and still is


I want to point out that the moment UKF player have his 3rd churchill come out, ost player have about 600+ fuel floating around but all he do was poping out stomtrooper, bad move, bad result.
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