If Volks lose their non doctrinal stg, their upgrade must be a long range oriented upgrade, either a veteran squad leader obersoldaten with an oberspldaten kar 98k, make the squad a 6 men rifle squad, or a long range weapon. Not all maps fit smgs
You could give Spios k98s and a Stg upgrade for later. Takes away their powerspike for the first few minutes while making them less map dependend and better scaling (+cost reduction). Makes flamer and shreck probably better too.
And Volks could get a better k98 at vet 4 like the old Sections. So you can choose between fast mp40 upgrade or get a decent long range squad lategame. |
With Mp40 being stock you could bundle Volks Stg with the Infrared StG44 Package and adjust it properly. No more 3 minute powerspike into uselessness. |
In almost all team games both USF and UKF take either their rocket artillery doctrines or conventional artillery doctrines tho.
So i have to pick the same 1 or 2 commander(s) to do the same thing other factions can do stock. Fun gameplay and a deep tactical experience.
Also, giving rocket artillery to factions with way superior infantry will create its own problems IMO.
This is a seperate problem that limits some factions in smaller game modes. Should get adjusted too. |
The problem isnt the fast timing of the stuka. Its more about that neither USF nor UKF have stock rocket arty.
Sure you can say now muh faction design/muh army diversity, but we talk about something vital about every army roster. Rocket arty is like an at-gun or a mg, a basic tool you need in like 99% of games. And therefore every army should have stock access to it.
So replace scott with a adjusted calliope and swap an adjusted land mattress for bofors/comet or some shit. And there you have it. Now USF and UKF arent depended on the choice of one commander or their soviet ally. |
The new Sturmtiger seems pretty reliable and therefore good now. But i havent used it against (real) players yet, so im not sure if its broken or not.
About the 221/223. That unit just isnt good against infantry or light vehicles.
-The Kubel is better at supporting squads than the 221.
-The cost of the 223 (i think 320mp and 30 fuel) is way to high for the unit. The combat upgrade is bad. It struggels against Vickers-UC (lol).
-The passiv income boost is good i suppose, but most maps (2vs2) dont allow it to be placed on the fuel. And i wont pay 30 fuel+ 4 popcap to get more munition income.
Nobody wants to give OKW an oppressive light vehicle, so a straight combat buff or timing buff is out of the window.
Imo either adjust the upgrade cost from mp/fuel to munition or let the unit be decent against aircraft (maybe 222 lvl). |
The cost and the duration of the flare is fine. Move it to vet 1 and the ability is completely fine. Soviet have good stock recon and Axis can counter it by wiping the unit with Werfer and Stuka. |
What UKF really need is giving engine-dmg snare to the IS & buff tanks. But let's just see for couple of more months(probably about 10 months left til next winter patch)
If sections gets reworked, snares are probably a good thing to add. The only british tank that needs some small buffs is the Comet. Everything else is completley fine. |
OK then,
Brits got Bofors as well which are just 80 mp more than 222. Despite not having mobility it has better AA, Suppression AI, AV capability. There is no comparable loiter though. So can't really do anything about that.
Sovs have the quad a very efficient AA, AI and with suppression and relatively cheap considering soviets don't have munition sinks. As for Loiter their one is really poerful + the hardest to stop before doing considerable damage.
I thought the 222 has better aa than pre vet2 Ostwind. But maybe i forgot some patch where that got adjusted. Anyway the 222 has good vision and good aa for its price/popcap and is useful even in the later stages of the game. I rather have a 222 than the Flak-Ht from OKW. |
It will break your heart, but not all doctrines, units and abilities are equally viable in all game modes and that's perfectly fine and that isn't my opinion, but what multiple members of balance team said across multiple patches.
PFs in 2s and up are potent and very frequent sight, they are also pretty difficult to fight against post first 3 minutes.
Partisans will never be team game unit and PFs will never be 1v1 unit.
Deal with it.
If it doesnt matter that volks are superior pre upgrade and vet3 in teamgames, it wont matter that volks are inferior after vet3 and upgrade. You could go Kubel spam into Jagdtiger in 4vs4 and have a decent chance of winning. More teammates = less dependend on the power of your units. Pfussies or Volks is just a flavor pick there.
That being said Pfussies shouldnt have a weapon slot after g43 upgrade. They get 3 g43 and 1 extra member. Thats enough. |
Just remove Brits from the game and nothing of value would be lost.
Remove section cover bonus, make sections 5men regardless of Bolster and balance them around them being 5 men, give sections snares, remove sections trenches, remove sappers snare, put UC in T1, nerf the shit out of the AEC, nerf hunt, put mortar team in T1, put every UKF emplacement in Advanced emplacements doctrine, remove phosphorus rounds from Comet, put land mattress in T2 and make it a useful non cheesy unit.
Anything less than that is not acceptable. Better have a dead Brit faction than an OP Brit faction.
This. You cant just buff british units or timings. The hole faction design is the problem and i dont think a faction redesign is going to happen. The balancing of Brits in the last 1 or 2 years was worthless and without any major scope. Sections went from broken to mediocre and back to brocken and... T0 and t1 units got swapped, new abilities and units got added. And in the end it made almost no difference. Emplacements got nerfed and are getting buffed now and so on.
Either full rework or let them rot in the current state. |