UKF combined operation command changes

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    • #7679
      123nick
      Member

      i feel like they could use a little bit of ability point redistribution, to better make some options more available than others. this, and their late game AT being a bit underperforming (possibly)

      i will list a couple of ideas, i don’t recommend all of them be accepted but a couple of them could be implemented to increase the overall AT ability of the doc.

      1.    A captured pak 40, available at the partisan HQ after the company command post is tiered up too (the one that builds standard medium tanks and allows getting the heavy tank unlock), but not the FFI Captured vehicles ability tree unlock, would help out a bit, but it might need APCR rounds to be effective late game AT, and captured APCR rounds were not very common IIRC, so maybe if it required vet 1 to fire APCR rounds, or had a limit of 3 APCR round ability uses, similar to lowland inf scots guards panzerfaust, might be a good implementation of the APCR rounds.

      2.   the HEAT rounds of the Centaur are a bit underperforming- for example, the heat rounds of the 105 sherman are very strong and can 1 shot most medium tanks, so for those being a singular shot ability makes sense, but for the centaur, i think having their HEAT rounds have a timed duration, similar to APCR or APCBC rounds, would make more sense. this would also justify the extremely high cost of the centaur, by being a potent all-around vehicle. maybe the addition of the churchill mark 8 for this doc (heavy churchill with 95mm howitzer, same as the centaur) would be a nice idea, and could be bundled with the AVRE churchill unlock as Royal Engineer Churchills, for a very high cost but wielding exceptional firepower. i also think the DMG of the AVRE could be buffed, to reliably 1 shot most tanks except for superheavies like the king tiger, jagdtiger, and elefant, and should guaranteed stun most tanks caught within its blast radius, along with having a slightly bigger one in general. it should also 1 shot any defensive emplacement as well; that was its original purpose after all.

       

      3.  APCBC rounds for the churchill crocodile might also be a good solution for the AT problem later on. they would be balanced, as unlike lowland and guards armored which have unlocks to make the ability free, combined operation command has no such unlock, so the hefty munition cost would be a limiting factor preventing spamming of the ability.

      4.   similar to the pak 40 APCR round idea i was talking about, maybe captured APCR rounds could be expanded for the FFI panzer 4 and FFI tiger, with similar limitations.

      5. albeit apart of a bigger issue in general, the FFI Tiger call ins single time limitation is a great hindrance in long running games. i know for historical reasons its limited to a single time, but i think that, with the presence of the Pershing ace being available for multiple call ins, and other examples of call ins being slightly unrealistic, that foregoing this historical limitation for gameplay reasons might be necessary. if not, the addition of a captured jagdpanzer L/70 might help alleviate the single tiger problem- there were some captured jagdpanzer by the FFI, with photographic evidence supporting it. the adjusting of the costs for these captured panzer call ins might also help- these call ins are the only ones that require fuel, which is a bit of an unnecessary factor considering that all other call ins are balanced around being a manpower only call in. until call ins are reworked (i will probably make another post detailing this) i think that, the FFI call ins should have their fuel cost revoked, and manpower cost increased to make up for it, for standardization sake.

       

      6.     The airstrikes in the doctrine don’t seem to be very precise- unlike the FW 190 rocket strafe and US rocket strafes, they seem to be very inconsistent, often going against other targets than what is intended. this issue also applies to the guard armored air strikes as well. if they were adjusted to be more like the US airborne and wunderwaffe strikes, they would be much more worth their cost than is currently- maybe the autocannon strafes could be a separated airstrike, from both of them, for a cheaper cost and available by default.

      7.   The heavy AT gammon ability could also do a bit more DMG or have a chance to reasonable chance to stun tanks- it is a big bag of high explosive. it feels a bit underwhelming for its cost in its current form.

       

      besides AT ideas, there was also a couple minor things id have around some branches of the abilities, specifically the commandos. i think that, the advanced fieldcraft unlock should allow evasive action (stealthed movement) for all commando squads, and i think commandos should have grenade assault by default, to further enhance their deadly assault capabilities, and make up for weird position stat wise, as they seem to be as numerous as line infantry but higher quality,  but not as much as genuine elites such as the fallschirmjager or 502nd jagers, or guards battalion, etc. the costs of the various assault packs are decent, but could be changed a bit- the vickers K cost could be increased, as it is cheaper than pure SMG upgrades for engineers yet has better firepower in the vickers K lmg that comes with it; i think a cost of 150-130 would be good. i think for the US load out, it could instead of having thompsons but have M1 garands instead for the other commandos, and thus be cheap- 65 munitions for 1x BAR and the rest of the squad armed with garands. the german load out is in a nice spot- very expensive but the most firepower with a belt fed LMG, MP40s, and even a STG-44.  i also think the german weapon kit ability unlock should give them an AT kit consisting of 1x panzerschreck (instead of usual 2x AT weapon) and panzerwurfmine or hafthohlladung (side note; could the hafthohlladung be given the same animation as Iron Wills narwa squad’s 125mm pen AT rifle nade? it is a very fast animation that would allow for more effective use against moving tanks, even if it doesn’t fit as well as the throwing one) ability, to support the universal captured panzerfaust ability all AT load outs get by unlocking german equipment.

      one last thing- i think it would be nice if the NO4 commando officer had an ability similar to the narwa officer, that increased the amount of DMG a squad takes, to help synergize with the other infantry this doctrine has.

       

      overall, i like the variety this doc offers, but i think it could use a bit more late game “bite” to make it stand up against the powerful doctrines it will face  up against.

      • This topic was modified 6 years ago by 123nick.
    • #7681
      Death_Kitty
      Moderator

      I don’t think having the tiger call in being repeatable is going to happen; that said I would love to see a capture pak 40, as well as as better gammon bombs.

      Perhaps airstrikes could also get cheaper?

       

    • #7687
      MeatShieldNZ
      Keymaster

      Thanks Nick, you raise some good points and also offer solutions which is great. We will discuss internally how we can tweak the doctrine a bit to be more AT competitive late game.

       

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