But meanwhile, Tommies win against Volks, while bolstered Tommies destroy them, and there's no early light vehicle to save OKW (Luchs comes after AEC, even with bolster, and is not as cost effective as the fht/222). So against OKW bolster is T0.
And.... what's exactly wrong with 280 mp mainline inf(later on with additional 35 fuel investment on top of that 280) beating 250 mp mainline inf and why it should be any other way? Why you don't complain that P4 kills T34/76 easily? Exact same issue here.
If your volks are losing to tommies, you have not built enough volks.
Also, 221 is a thing now, tommies are no answer to that, bolster or not. |
UKF has been on a long road from being a gimmick faction to a normal one; it's inevitable that there are balance issues (up and down) as the OP stuff they leaned on is pulled out from under them, and standard tools are added making other OP stuff unnecessary.
Putting Bolster behind T1 sounds fair, and any tweaks made in the name of build diversity sound good to me.
It effectively is behind T1.
It delays significantly AEC and you need that ASAP, if you go for bolster first, ost will steamroll you with FHT. |
If the 7th man stays it will likely get the unused Sergeant model, but it couldn't be added to the mod because it uses a victory condition pack (just like the missing Thompsons and SVT models).
If 7th man won't stay, just scrap airborne SVT drop, add that as stock con upgrade and replace SVT drop with any other weapon upgrade(I'd personally go with dank hunter con ptrs). |
Just tested the 6.0 mod and conscripts are far to powerful now.
I can live with the late game 7th man but the huge cover buffs are completely unnecessary.
Replay then, since you have not put any description of why that would be so. |
No matter how hard I try, I do not find these changes useful for me. In defense, motionless conscripts are easy targets. In the offensive, seven people are difficult to find good cover, and if these are two squad it is very difficult, plus two units like to interfere with each other. So even with these changes for me, conscripts will remain one squad for throwing AT grenades.
Defence will be sufficient here, in late game cover is literally everywhere anyway, so its not an issue and for offence you'll just pick PPSH or penals. |
You are right but should the fuel cost still be the same after the changes? I mean heavies should get a light fuel price reduction (210-215) if tied to tech.
I considered asking that as well, I'm still uncertain.
On one hand, we already have ~200 fuel premium meds in tech(comet, panther), so there could be cost efficiency conflict, on the other these meds are spammable while 230fu heavies are limited to one and lastly, premium meds that used to be call-ins did get a cost reduction once they were tied to vet so, I'd say that OKW Tiger will set the precedent for the rest of them. |
I dont want to complain about the unit performance but the OKW Tiger needs tech, the OST Tiger does not. If heavies are rightfully tied to tech then the price has to be adjusted too.
They are all going to need tech soon.
Treat OKW Tiger as first wave, not an exception.
|
The majority of OKW units are better than their Ostheer one counter parts.
The question is why a vet 4 ability should be worse than vet 1 KV-8/KV-2 ability?
Infantry within 30m will move faster and have their weapon cooldowns reduced by 20%
Is stronger then
Reduces weapon cooldoown by 25% and received accuracy by 20% for 30 seconds. 35 munitions. 25m radius, reduces the reload of vehicles by 20% and the received accuracy of vehicles by 20%. Does not affect the Tiger. During this ability, the tank will have reduced combat performance. -20% reload and -20% accuracy for tiger for duration.
How?
I don't know what kind of insane math stretching you're trying to here, but the only world where 20% cooldown and slight movement speed boost for infantry only is stronger then 25% cooldown, 20% received accuracy, 20% reload for vehicles and 20% received accuracy for vehicles at the cost of ONE SECOND INCREASED RELOAD and small accuracy debuff is your very own. |
-When upgraded with Mobilize Reserves, weapon cooldown and reload on Mosin Nagant rifles is reduced by 50% when in cover.
So now upgrade in cover will be able to get:
0.5 CD +0.5Reload + 1 entity
and another:
Fight to the Death +20% weapon accuracy and 0.5 cooldown
Stand Your Ground -30% received accuracy and -10% received damage
For Mother Russia +50% accuracy
Hit the Dirt -10% received damage, -20% accuracy
Forward HQ Inspiration +0.25 armor, +50% accuracy
Inspire: Infantry cooldowns reduced by 20%
that can be combined in one comamnder
Now unless all these combination are tested thoroughly I would suggest the focus remain on commanders and the changes to conscripts are postpone...
Damn, it might be almost as powerful as what axis command units can put out CONSTANTLY for ALL infantry units, sometimes even for allied ones, which somehow you've never mentioned before despite it all being stronger/permanent aura buffs on stronger infantries.
Also how hit the dirt is being mentioned here?
Is it now default vet1 ability?
Wasn't it tied to PPSH upgrade? |
I like that con buff here, it might be what's needed for them to stand up on their own legs in late game.
We might change that but, it should be noted you are also waiting for T4 to activate during that time.
Just replace SVTs with con PTRS package and call it a day.
Only squad in game they really do help are sweeper CEs.
PPSH penals are too squishy and not mobile enough to actually engage with that potential DPS and yeah, timing or not, SVTs overlap with that con buff, even if SVTs arrive earlier and are easier to use(due to no cover required for full dps).
As much as I love SVTs, the way they are now, with the drop(implying it was considered and at the end intended to share it with allies in team games for whom they do absolutely nothing) feels really forced, given the fact that just 2 weakest units in game actually benefit from it in any way. |