a faction with no moveable indirect fire (without commander) and tanks that are average = op.
Right now ukf power is in 1 unit and its IS
Yea, the problem isn't that they're OP/UP, it's that their design is so hinged on critical units that it's difficult to fix via incremental patches - a similar issue that OKW/USF have, although to a lesser degree.
Take for example Infantry Sections. I think most would agree that double-bren Vet 3 IS' are extremely powerful, and might need to be toned down. The problem is; how? If they're nerfed too far, UKF is useless, since they have no other mainline infantry, and because they have no other mainline infantry, they still need to scale from 0 to end. In general, UKF/USF/OKW need a rework that adds redundant, but weaker units, so that they're more inline with Ost/Sov, rather than having units that need to scale from minute 0 to the end of time. I.e. something line grens -> pgrens, Cons -> Penals, or Zis-3 -> Su76 -> SU85.
That, and they're just missing critical tools that vanilla factions have; Snipers, proper ATGs, mortars, etc.
Pop cap on Churchill will do very little. How about lowering its health and keeping its armor the way it is? It is way too much of a damage sponge still. Now you have literally the same efficient churchill, with a buffed cromwell and a buffed comet on the other teching route.
That, or lower its rear armor, which is currently at 180 - the same as the FRONT of the Ost Panzer 4. A while back most heavies were patched to have weaker rear armor; why not the Churchill?
Interesting? I'm not sure how well it'll play without hotkeys, though... and no mouse. If there's online it might be interesting since reaction times will likely be way down.
Remember that this won't change BAR damage profiles, and the vast vast majority of damage at that point is going to be coming from the BARs exclusively. It's drops in the bucket at that point.
It actually works out to larger than it seems - it's an 18.8% increase in DPS at range 6, with a single bar it's a 12.85% increase, and with two bars it's an 8.4% increase. It's not massive, but it is about the same DPS increase at ranges 0-6 that you'd get from adding an extra model to the squad.
i think u forgot that green have only 4 man so 8,40 for rifle vs green 9 of green, then add the 0,91 ra vs 0,97 ra and 80 more hp
All factors accounted for (RA, squad members), the break-even point is 19 range at vet 0 for Grens vs. Rifles, with grens scaling up to 12.6% better at max range (35).
That break-even range will increase and the 35 range difference will decrease as both units gain vet, since Rifle vet is slightly better than gren vet, in terms of dps / ra.
At the moment they trade pretty much equally with Grens and Volks at max range, which means in effect that Riflemen trade worse because they are more expensive. So long range goes to the Axis mainlines (which is intended). Near and mid range should go to Riflemen, but we felt that their near range DPS felt a bit lackluster for this dynamic. The new values should reward positioning a bit better by making Riflemen feel more at home in the shorter ranges. A succesful ambush or succesfully closing in without taking too many casualties should now be rewarded more.
Thanks, that's a much better description of what the goal was with these changes.
That said, I think this will just end up with (slightly) stronger double-bar blobs, which isn't a gameplay style I really want to support. Still, I'll reserve any real judgement until I play the patch-preview.
But they already have worse long range DPS than equivalent Axis infantry. Anything further and you might as well just build Ass Engies.
All this change did was increase the short range DPS plateau at ranges where Riflemen should be winning anyway. And for their price, it really is about goddamned time they excelled at something.
I'm not agreeing or disagreeing with the change; just pointing out that the stat change doesn't match the intended goal. Stat wise, 'range dynamic' between Rifles and something like Grens has been decreased - not increased.
We think Riflemen are solid infantry that scale very well, but we would like to put more emphasis on the engagement range dynamics between them and long range Axis squads. Their near range (and thereby their near DPS) will be slightly increased, which will naturally slightly increase their DPS up to range 16
- Near range from 3 to 6
Not really sure I follow on this change. This hasn't really increased their "range dynamics", it's just increased their DPS at 3-15 range. Increasing dynamics would mean lowering something as well, like their long-range DPS.
The OKW changes are probably the most confusing in this patch. Not that they're bad - they just seem to be really strange in some cases.
Starting Res / SWS Trucks / Volks cost
An interesting change. In theory, the first truck could hit the field slightly earlier, but at the cost of (probably) one squad. The volks +10mp cost will result in a delay on the first squad (if you go kubel first) by 30mp, or about 5-10sec, which seems alright, but I think the problem most people were complaining about was the STGs "just buy it" nature. Right now it's just a flat upgrade in every situation. It would be nice to give it some trade-offs, so vet5-STG blobs were a bit less of a thing in mid/late game. Overall I think this change is a step in the right direction, but it's a small step (although, I think incremental changes are a MUCH better approach to things).
SturmPios
This is just a flat buff? Can't say I was expecting this, and I don't really think it was needed either. Sturms are crazy strong early game, due to their incredible close-range DPS, but really squishy in late game. I figured the changes would've made the unit scale better, but start weaker. We'll see how this one players out, but I wouldn't be surprised if it was dropped.
Raketenwerfer
I think this is a nerf, but I'm not entirely sure. The range bonus is nice, as is the crew size, but everything else is just strange. At vet 0, it's just a worse Pak-43. Accuracy is the biggest issue on this unit right now.
Flak-HT
This is my favorite OKW unit, as I prefere Med-HQ over Mech, but I don't think this needed a buff. If med is underutilized, it might be because of the other units being somewhat lackluster (LeiG...). Again, I'll be interested in seeing how this plays out, and the -5 fuel cost probably won't change too much. The vet changes will be interesting, though.
Opel Blitz
A mobile med truck is certainly a welcome addition, but I think this will just make people skip Med-HQ even more.
Everything else seems good, but I was surprised there's no change to Spec-Ops flares, since they're somewhat OP. It would also be nice to see some changes to the SturmTiger's rocket trajectory, but I think someone pointed out this wasn't possible a while ago.
Jackson
+5 Fuel isn't going to change much. The issue is the incredibly mobile power this unit brings to the table. It could be balance via cost changes, but +5 fuel isn't enough if we're keeping the power where it is. A more interesting approach would be to buff other AT options, so the jackson can be nerfed while also not being the only late-game AT option for USF.
M8 Scott
While the auto-fire RoF is nice, now it's just going to OHK units slightly slower. It's a step in the right direction, but an actual damage nerf would've fit better, as it would've smoothed out the current damage output. That, or just copy+paste the Pak Howitzer change.
It would've also been nice to see a buff to the 57mm ATG, as well as adjustments to the .50cal.