Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Balance Discussion => Topic started by: ChocoboKnight88 on August 29, 2010, 03:18:04 AM
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As we all know, the British are the least popular faction to play with or against for most of the community due to their predictable play, expensive infantry, inflexibility and their reliance of a fragile officer to move through unfriendly territory. Plus if they do get enough officers, they are extremely hard for axis players to stop. Something needs to change.
I'd like to point out that I really think the current officer system is the biggest reason for their notoriety. It's not very well thought out in the fact that they are required to make already-expensive infantry useful and having more than one gives them excessive bonuses. Not to mention that the only infantry AT weapon the British have are on a another squad entirely and they aren't reliable on their own, increasing the size of the blob further.
These aspects don't help deter blobbing at all since it makes it more beneficial to blob, while at the same time, makes it dangerous to spread your forces out too far. These restrictions make them un-enjoyable to play for people who are used to the fast-paced and extremely flexible Americans and Whermacht.
I have some ideas that might save what remains of the British Army's popularity while at the same time, staying faithful to Relic's original concept and increasing the British Army's flexibility. My idea's revolve around the Lieutenant.
Lieutenant
As we all know, they are extremely vital to the success of British Infantry in the game but they are vulnerable and losing them not only puts a halt to the British Offensive and their veterancy, but it also slows down your teching by quite a bit during the Early-Game to Mid-Game phase. The average British player doesn't want to risk losing him at all and keeps all his forces near him to not only benefit from his aura, but to better protect him from possible assassination attempts from the Germans. The current design makes him just too important.
Here's what I propose we do to change him. Here's a list of changes with their reasons below it.
1: Remove his Fuel cost and adding it to the Field Support Command Truck.
2: Remove his Stacking Veterancy.
3: Decrease his Capture rate to 0.5 or 0.75 (From 1)
4: Remove his offensive Heroic Charge's bonus and keep it's speed, received suppression and received damage modifiers.
5: Give him a new ability called "Mad Minute" at Vet 3, which basically consists of the offensive bonus of the current Heroic Charge (Decreasing their Cooldown by half) and temporarily decreases the infantry speed.
Reason for Suggestion 1
I proposed removing the fuel cost because they are so vital to make British Infantry fight properly outside their territory and make them easier to replace when lost. This allows the the British to get more Lieutenants on the field earlier to help Infantry Sections spread out more. However, I wouldn't suggest this if they never had further changes.
Since he was also used as a prerequisite for the Field Support Command Truck, removing his fuel cost would have made a British Player capable of teching faster. So increasing the fuel cost of the FST from 30 to 45 would eliminate that problem.
Reason For Suggestion 2
This is a massive reason for the overpowered British Blobbing that plagues the game right now. Have more than one accompanying Bren-equipped Infantry Sections with PIAT Sappers would tear everything apart. This promotes blobbing far to much and need to be put to an end to encourage British Players take advantage of spreading out more when they have more than one Lieutenant on the field.
Reason for Suggestion 3
I'm suggesting this because a Lieutenant with no fuel cost would make for a tempting capping unit and aiding the British in their efforts to take a favourable position during early game, giving them an unfair advantage. So making them the slowest capping unit in the game should prevent this from happening.
Reason for Suggestion 4 and 5
The current Heroic Charge is in my opinion, another reason that British Blobbing is so powerful. It makes infantry resistant to suppression and damage, makes them run faster and makes them fire twice as fast. The bonuses are far too excessive for one free ability. So I propose we separate the bonuses into two separate abilities. "Heroic Charge" essentially being a slightly improved fire up. "Mad Minute" being a 'stand your ground' type of ability.
"Mad Minute" halving the Infantry Sections cooldown alone is still an extremely powerful bonus. Making the ability do that and nothing else would make it too powerful. So I suggest that it decreases infantry running speed to normal Infantry Section speed in enemy territory and should still effect them that way in friendly territory for the duration of the ability. That way, you can't use it to storm an enemy position and destroy it very quickly. So it makes it a sort of defensive ability that's best used from a position of cover.
For those unaware of the concept of "Mad Minute", here's a small article about it.
http://en.wikipedia.org/wiki/Mad_minute (http://en.wikipedia.org/wiki/Mad_minute)
One final thing though. Those two abilities need to be on a shared timer to ensure that both can't be used at the same time.
Final Comment
These changes won't fix everything wrong with the British, but I think it would be a step in the right direction. It not only decreases the need to blob but also allows the British to move more freely -- earlier. It also makes the Lieutenant easier to replace when lost, allowing more room for error that other factions enjoy. The changes also decrease the power of the British blob, should the British player choose not to change his strategy after these changes.
If you play like me and want to keep and AI and AT infantry in separate control groups, these changes will make setting this up more quickly and easily without being tempted to keep the two groups close together in order to benefit from the stacking bonuses.
What do guys think? Are the changes worth considering?
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From my opinion (I'm not much of a British player) this is indeed a good idea. It might make them much better to play as and to fight against. But the removal of the Heroic Charge removes the only way of getting British Troops out of suppression. Thus its removal will be opposed by many people.
I think the Mad Minute idea should be given to the Captain (as he provides defensive bonuses). Also the Mad Minute should only be allowed to be used in Heavy Cover or Trenches (as was done in WW1) since you need a stable platform to continuesly cycle the bolt and entirely remove there movement for the period of the ability.
All the other proposed ideas are good. Unfortunately i think they won't be really noticed since the Eastern Front team have promised not to alter vanilla gameplay (bug fixes and balancing doesn't count as was seen).
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I think an exception should be made to that rule for the British, who need design changes rather than balance ones to make them fun.
I strongly agree with all these changes except 3. Even if someone went a "3 LT start" for capping power, they would still cap slower than the other factions and have a ridiculously weak military.
However, the other changes reward good and dynamic play and should be seriously thought over by the dev team. Even if they decide against a total redesign, they absolutely MUST remove vet stacking. Allowing the LT to gain an ability at vet 3 was also a good idea because vetting LTs at the moment gives relatively little benefit compared to the base improvement they provide.
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I think an exception should be made to that rule for the British, who need design changes rather than balance ones to make them fun.
I strongly agree with all these changes except 3. Even if someone went a "3 LT start" for capping power, they would still cap slower than the other factions and have a ridiculously weak military.
However, the other changes reward good and dynamic play and should be seriously thought over by the dev team. Even if they decide against a total redesign, they absolutely MUST remove vet stacking. Allowing the LT to gain an ability at vet 3 was also a good idea because vetting LTs at the moment gives relatively little benefit compared to the base improvement they provide.
I agree with you Dennis, but may i ask what is your whole opinion on the Mad Minute ability (it seems useless for a unit that provides offensive bonuses).
I would prefer it for the Captain because it is more useful for a DEFENSIVE STRATEGY. I agree with the splitting of the abilities effects, splitting Heroic Charge's abilities into a less effective Fire Up (since Fire-Up increases ROF or more specificly how often they shoot and releases them from Suppresion+ Makes them Faster) but giving the Leftenant the Mad Minute is just plain strange and not suited for his offensive role. Perhaps as he gains vet he can gain the attack increases to be put in passively. Or giving him a Vet 3 ability called:
"Reckless Command"- which makes all the troops nearby him gain extreme attack bonuses (increase in damage and accuracy), but the Leftenant has to step in front of all his troops to inspire them and becomes a much more prime target and even gains a recieved accuracy multiplier of x1.2, personally i think its much more effective this way and makes sure that you have a good offensive capability but can't always ensure his survival meaning you have to be careful when you use it.
It makes more sense so this is my suggestion for the 3rd Vet ability.
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I like these ideas! as GodlikeDennis said, if the number 3 didn't make it... i wont miss it :D.
@neosdark
IMO mad minute suits well to Lt. If it's not implemented you will weaken him(removing the Cooldown bonus) instead of reinforce him(move it to vet3).
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Okay then i will concede my defeat on this arguement, and go bother some other people :( I guess the Mad Minute would work with the Leftenant but i still think its more a defensive ability. I guess it comes down to how you use the Leftenanat in the first place.
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Idea is great.... Removing Fuel cost of Leftenant will make him more useful. I'm in +1
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"Reckless Command"- which makes all the troops nearby him gain extreme attack bonuses (increase in damage and accuracy), but the Leftenant has to step in front of all his troops to inspire them and becomes a much more prime target and even gains a recieved accuracy multiplier of x1.2, personally i think its much more effective this way and makes sure that you have a good offensive capability but can't always ensure his survival meaning you have to be careful when you use it.
LT has to die to inspire his troops?
It wouldnt inspire me.
Thats terror germans youre talking about and the german officer could recive this kind of ability.
UK LT is fine. It mixes german buyable german vet with US gaining vet.
Vet stacking is not a problem to me becouse German vet1 vet 2 and vet 3 bonuses stack too and Elite Wehrmacht infantry or veted PE blobs are hard to kill too. 2 MP44 squads will also win with a Tommy squad + an LT.
Not all LTs bonuses stack.
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Leading from the front would be more inspirational for the men. However, he's more likely to receive a bullet between the eyes so that's what the ability represents. I don't personally like the idea of purposefully making your vet carrier more vulnerable than he needs to be though.
UK officers are most definitely not fine. Triple LT Brit blobs have the steamroll effect, where they overrun everything and seem to take no casualties in return. They are perpetually on a heroic charge too, so they have no downtime. The only way to force a retreat is a minefield or indirect fire, which can be literally hit and miss most of the time.
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I think that these ideas merit consideration.
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I almost never play as the brits, but these ideas sound great.
+1
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Loving all except 3! These ideas are great! Perhaps lower their cap rate a little, but not by too much. Or perhaps put a cap on the number of LTs that can be made on the field at any given time.
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Ok, let me start with saying that...we won't replace/redesign the whole Brit faction just because we made some long sought after, necessary balance fixes to vanila gameplay. The British vanila faction will always remain there.
Saying that, the truth of the matter is that I have looked into what makes the Brit faction the least favoured faction in vanila game and this is what it comes down to.
1) Linear teching less flexible than even Soviets in 1.00 No matter what, you have to follow the same teching with the only HQ +2 trucks you HAVE to call in. The only variant of the teching is whether you buy a stuart or save for a quick Cromwell/Roo spam.
2) The infantry game play revolves around building a single blob as brit infantry relying on officers to become largely unstoppable...No flanking /splitting of force needed. When getting more lieutenants instead of being able to make separate 'groups/blobs' with them to give flexibility all you do is add it to the existing blob to stack yup the bonus.
3) The game breaking slowness of brit infantry forcing players to blob and making it impossible to play the game otherwise
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Ok, let me start with saying that...we won't replace/redesign the whole Brit faction just because we made some long sought after, necessary balance fixes to vanila gameplay. The British vanila faction will always remain there.
Sounds a lot like what i said on the first post I made don't it eh Zerstörer......
All the other proposed ideas are good. Unfortunately i think they won't be really noticed since the Eastern Front team have promised not to alter vanilla gameplay (bug fixes and balancing doesn't count as was seen).
ITs that one problem we have is that you gents won't alter the Commonwealth Faction (or any other for that matter) and while we all honor your word and will try not bring up things like giving the Brits a new HQ Lorry or a new ability or anything.
But you see the main problem is that we look up to you guys in the Dev team because you made a brand new faction from the ground up, are developing a new one, and have fixed multiple imbalances in the Vannila gameplay.
Its quite a feat and some of us kinda want you to take it further and slightly tweak or redesign the exsisting factions. We also know that you will say that there are tons of mods that make complete changes to Vanilla and we should look them up but those don't have the Soviet Army. And i don't quite like N44 much (because i can't find the proper way to make the shortcut ;D )
I'm not saying that you should automaticly drop all work and start making these much needed tweaks, but maybe as a small gift every once in a while, drop in a well designed change that can make the game more interesting or fun. PLEASE :-*
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And the Devs say! (Drum role):
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Ok, let me start with saying that...we won't replace/redesign the whole Brit faction just because we made some long sought after, necessary balance fixes to vanila gameplay. The British vanila faction will always remain there.
Saying that, the truth of the matter is that I have looked into what makes the Brit faction the least favoured faction in vanila game and this is what it comes down to.
1) Linear teching less flexible than even Soviets in 1.00 No matter what, you have to follow the same teching with the only HQ +2 trucks you HAVE to call in. The only variant of the teching is whether you buy a stuart or save for a quick Cromwell/Roo spam.
2) The infantry game play revolves around building a single blob as brit infantry relying on officers to become largely unstoppable...No flanking /splitting of force needed. When getting more lieutenants instead of being able to make separate 'groups/blobs' with them to give flexibility all you do is add it to the existing blob to stack yup the bonus.
3) The game breaking slowness of brit infantry forcing players to blob and making it impossible to play the game otherwise
Nobody is asking to redesign the whole faction. Just the Lieutenant, the most flawed unit in the whole faction.
As for your second point, that's the whole point of removing stacking veterancy, making them cheaper and separating Heroic Charge's offensive into a new ability altogether. Whether it's one lieutenant or three, the modifiers should remain the same. They should no longer benefit more from staying in one group rather than split up. Stacking Vet is one of the most frustrating things about using British infantry since it eliminates any reason to split up your forces and harass the enemy from various places at once.
My changes will make it so that you no longer have the overwhelming temptation of making a big blob of infantry to take advantage of the stacked veterancy.
I can live with a linear tech tree but we should at least do something about the restricted, predictable blobbing tactics the British suffer from. I believe the British don't need a complete redesign but only an improvement to the way the officer concept works.
You guys have changed the rest of the British army to eliminate the most overpowered things about it, but neglected to improve them in a way that makes them more enjoyable to play as.
Let's also not forget that you guys did take the step of changing how the Munitions Halftrack works. You made it able to reinforce infantry, completely changing the way it functions. Are you saying you can't change the way the Lieutenant works too?
I don't believe the changes I'm suggesting outright change the way the British army works, but it will improve the way it works and make them more enjoyable to fight at the same time.
Regarding Suggestion 3
I guess this is rather unpopular but another reason I suggested this was to make sure that Recon Sections won't be rendered obsolete. However, maybe a Capture rate of 0.5 is rather low. Maybe a Capture rate of 0.75 to match Panzer Grenadiers would suffice?
Regarding "Mad Minute"
I just want to explain why I think this ability is better on the Lieutenant rather than the Captain. First of all, it's using the current Cooldown modifier's of the Lieutenant's current Heroic Charge. Secondly, it make for a great ability to have when going on the offensive when you plan to use cover.
I suggested making it slow down infantry as a side effect because of how powerful the ability to shoot twice as fast is. Slowing the infantry down during this not only makes sense (When you are trying to fire really fast with a Bolt Action Rifle, doing so while running is close to impossible.), but this also allows the German player to fallback when they are losing the fight without having to worry about being chased down by fast-firing Infantry Sections.
I see this ability being very useful when capturing enemy territory. You could have the Lieutenant activate "Mad Minute" when next to a point, have him start capturing it and the Infantry Sections he's leading will set up a defensive perimeter around him to allow him to do his job.
I also believe the ability should be capable of being activated while garrisoned so that Infantry Sections could use garrisonable cover more effectively. The Americans and Wehrmacht are graced with HMGs to make effective use of that kind of cover. "Mad Minute" could be the British version of that kind of strength.
Best of all, "Mad Minute" is only usable at Vet 3, so you can't spam this ability using multiple lieutenants unless you successfully manage to get them all to Vet 3. It basically rewards careful Officer preservation too.
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Take away stacking (as a 1v1 player I dont care much about it) but make the LT cheaper or more survivable. LTs could cost +5 more fuel but -25 MP and the field truck the oposite.
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Making him more survivable rather than cheaper won't change a thing. British Infantry will still be restricted in movement for the earier stages of the game. Make him cost no fuel and the British will have the leadership to spread out their forces a lot earlier and he would be a lot easier to replace should you lose him, without you falling too far behind in the tech race.
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Adding greater fuel cost to the LT would be bad because then every Brit would start with a bren carrier (or an infantry section then bren if he wants to BiB). We don't want to limit the already limited choices Brits have. I actually agree with a mp decrease though as long as the stacking is removed. Perhaps down to 250?
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Ok, think about this a bit more to understand why the change alone in the stackable bonus isn't the answer and in fact won't change anything...
There are only 2 bonuses that can stack up. 12.5% Damage from Vet1 and the 10% cooldown from vet2
There are 3 main reasons why you attach 2 Lieutenants to a single blob.
1) Shared veterancy-by keeping them in the same blob you ensure they get the most vet possible in the smallest amount of time, while being more difficult to pick out.
2)To ensure the blob's longetivity- so that if 1 lieutenant is killed/retreats there is a second around to keep the movement bonus and the 2nd heroic charge.
3)Micro nightmare-Keeping separete blobs with lieutenants micro'd well is a nightmare. Because of the movement bonus, its not like you can retreat the injured lieutenant yet still keep the troops around to fight effectively even without him. People could do that as things stand now, they can seperate the lieutenants. Its not so much the actual stackable bonus gain that's the main reason.
The cheaper lieutenant will only make sure the blob replaces any loss all too easily. Any new lieutenant you make will still join the same single blob in order to gain vet fast. There is an over-reliance on them to make British infantry work in a basic manner.
As I said above, you need a combination of changes to make any serious overall change. But that in turn would mean redesign, which is not what we've agreed to do.
Small changes to a vanila faction can easily lead to major discontent. Larger ones are even less welcome in general. Why? Because its US making the changes, not Relic. If Relic makes them, you can argue all day long but at the end of the day you'll play COH with their changes and work around them etc. When WE make the changes, well then everybody who felt they didn't get their way starts going on about how OP/UP the rebalanced faction is and how we ruined them even more...which ultimately hurts our mod for no reason.
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Sure you can argue that people will still blob because of those things. But any faction can blob because of ease of use. Ami noobs like to blob airborne and use fire-up on all of them at the same time. If you actually take away that stackable bonus though, they won't still be rolling death like they are now. I'm sure you'll be able to code the LTs to not share vet when in the same radius either. A noob will be punished for blobbing up like that and a good player who actually has the micro to split up his blob will benefit more from that than grouping his units into a single mass.
Currently, a vet stacked blob with 3 vet 2 LTs will do almost triple damage and have 30% more accuracy than normal squads. Heroic charge doubles damage output further to 5 1/2 times normal damage (I take damage output as including rate of fire - therefore includes cooldown/reload). This goes without saying to be A LOT!
Just while I think of it, can we make it so that arty callins don't provide vet to the LTs/soviet snipers. It's far too easy to get vet that way.
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I think the LT is way down the list of British things that need fixing, but he could do with a radius increase, stacking decrease, and individual vet increase.
Territory control, AT, and cost of basic Infantry unit are all much higher priority though imo.
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I don't think Brits have a problem with AT since PIATs were buffed. The comet is excellent as well, once you get to it.
What should happen is that the Recon upgrade is removed from Infantry sections and instead, a recon section is added as a cheaper and weaker squad. This would alleviate British capping problems, diversify the British force a bit more and make the 1 minute cutoff trench less dangerous.
As you suggested once before as well, why not make the recon section have no/little penalties against elite armour?
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I don't think that the recon section should be separated from tommies. Just need to add something to make them more valuable, by now the only job they do well is capping and occasional sniper... I think we need to create a new thread about this, in order to avoid going off-topic.
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I don't think Brits have a problem with AT since PIATs were buffed.
Define "problem".
No British AT can hit a moving/kiting target. Thus, we get bullshit like Button to act like a crutch. I'd call the whole system broken even if its workable.
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In this situation, I define problem as having a difficulty in killing enemy armour, not whether or not it's fair or fun to either player. If button were not an instant stunlock and rather a gradual thing I would actually say it's one of the best parts about the British faction. At least it promotes combined arms.
The entire British faction is broken from mobile HQs to soldier armour. Everything they have is designed as a crutch for something else they have. They are just a giant gimmick.
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The entire British faction is broken from mobile HQs to soldier armour. Everything they have is designed as a crutch for something else they have. They are just a giant gimmick.
PE have soldiers armor and they blob like crazy.
You should stop the British blob before it gets build. Same with all fractions.
The truth is that PE grens get defensive vet bonuses while British blob dosnt. LTs just raise offensive stats.
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British infantry are stronger by default so they need the defensive bonuses less. You seem to be forgetting the captain as well...
First of all, we are getting even further off topic. Second, just because PE blob doesn't mean they're not also broken.
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I think the LT is way down the list of British things that need fixing, but he could do with a radius increase, stacking decrease, and individual vet increase.
Territory control, AT, and cost of basic Infantry unit are all much higher priority though imo.
I disagree on him being unimportant. I believe the Lieutenant is the most important thing to improve on. His bonuses are the root cause of overpowered blobbing in the British army. The way Relic decided to implement him as an important unit through passive stat boosts is deeply flawed.
That's why I think toning down some of his bonuses and replacing them with actual leadership abilities (Like "Mad Minute") would have been a lot better and more interesting. All the current system reflects is him giving his troops a morale bonus, but he doesn't provide any real leadership. Abilities like "Mad Minute" would ultimately reflect him telling his troops to adopt different tactics when fighting. This makes the officer system more interesting.
Relic tried to implement "Mad Minute" through mixing it in with "Heroic Charge" but we can all see how that worked out. It gave British Infantry effective defence bonuses combined with an incredibly powerful cooldown modifier. It gives British Infantry unbelievable offensive power without any drawbacks until the ability wears off and can be restarted again immediately when more than one Lieutenant is in the area. It not fun to fight against this at all, leading to futher discontent against the British.
Whereas splitting the cooldown bonus away from Heroic Charge and giving it it's own ability (minus the defence and speed bonuses) would make this powerful bonus more balanced and promote making use of cover. "Mad Minute" was a defensive tactic to hold your ground in real life so the way it's currently implemented through Heroic Charge is not an accurate representation.
As Zerstörer said, the Vanilla factions are here to stay. Major redesigning of the faction is out of the question -- Something I happen to agree with. Whenever people attempt to make sweeping changes to the British faction, it doesn't tend to gain any long term support. This is because they change far too much and you are forced to relearn them all over again. Not to mention that it loses the support of people who like (or are used to) the current system.
I want us to try and improve on Relic's design of the faction (The design that people have played with from day one) through small but significant improvements to make it work better for everyone without needing to relearn the faction. That's what I believe needs to be done.
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Ok, let me start with saying that...we won't replace/redesign the whole Brit faction just because we made some long sought after, necessary balance fixes to vanila gameplay. The British vanila faction will always remain there.
Saying that, the truth of the matter is that I have looked into what makes the Brit faction the least favoured faction in vanila game and this is what it comes down to.
1) Linear teching less flexible than even Soviets in 1.00 No matter what, you have to follow the same teching with the only HQ +2 trucks you HAVE to call in. The only variant of the teching is whether you buy a stuart or save for a quick Cromwell/Roo spam.
2) The infantry game play revolves around building a single blob as brit infantry relying on officers to become largely unstoppable...No flanking /splitting of force needed. When getting more lieutenants instead of being able to make separate 'groups/blobs' with them to give flexibility all you do is add it to the existing blob to stack yup the bonus.
3) The game breaking slowness of brit infantry forcing players to blob and making it impossible to play the game otherwise
Well, I am still of the opinion that you should not have changed the roo. Oh, I know Ger players would disgree, but then they would - would'nt they. They have numerous counters already to the roo.
I agree with some of the above. The brit slow inf is at least to me critical. I don't know how to approach this, perhaps that can be fixed when they upgrade. The brit can fix this himself by selecting sniper squad for all squads. Obviously this has critical failures in other places if this is chosen.
The other thing brits should be able to do is to make more trucks. The simple fact is that their production is always limited to three 'buildings'. This allied to the monster costs on units, and slow building does not help.
The last thing I will say is that when the main HQ truck is killed, I see notable problems, for example, all squads walk slowly no matter wether they are in territiory or not (because the truckless area is no longer owned?) - but thats something that should not happen.
Personally, I find brits fun to play with and against. Just my opinion.
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I could live without or decreased vet stacking if you would increase the Lt area of effect since everyone focus fire on the Lt and he goes down quick.
the Roo needed a nerf, it was ridicules. I always use croms anyway. hey, you nerfed the roo you got to buff the crom, lol.
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Random stuff...
Oh you're back again Brit boy. How about that game then?
I could live without or decreased vet stacking if you would increase the Lt area of effect since everyone focus fire on the Lt and he goes down quick.
the Roo needed a nerf, it was ridicules. I always use croms anyway. hey, you nerfed the roo you got to buff the crom, lol.
Croms are great as is. I agree with the radius increase since it also promotes flanking with a single LT, something not previously possible.
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A radius increase would indeed be nice to encourage flanking and less blobbing. It would possibly also make lieutenants less vulnerable because they could be further behind the combat (probably not so much on an offensive, but still a bit) which I don't think would be a bad thing. If they were more survivable people maybe wouldn't feel the need to take two lieuts with a single force in case one dies, reducing temptation to blob even more.
I like the British faction for many things, but I don't play with them often because they can feel very gimmicky. Plus there's always the concern that other people will be annoyed at you playing Brits because they assume it will mean blobbing and cheap tactics.
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Increasing the radius would work IMO, but I would also like to see it for the captain "I think the vet radius is the same as the LT", if I'm wrong feel free to correct me.
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Yeah, the captain provides bonuses to everyone in the sector but only gains vet from the units around him like the LT.
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What about removing the movement penalty when a Captain is created? It could help reduce blobbing by allowing Infantry to roam freely solo.
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That's quite an idea actually, and easily doable. I wonder if it would glitch with the LT modifier though...
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Hmm, that is interesting. It would need some other balancing to be done (since it would remove one of the big difficulties for the Brits once you get a captain) but it sure would be nice to give the Brits some dependable mobility.
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It would also further reduce the scaling ability of the recon sections which desperately need looking at. It wouldn't really mess up other Brit balance though, their movement penalty is just silly in late game (not that it isn't at every other stage as well).
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Maybe increase the capping speed of recon sections when a captain comes out? And I think you're right about it not actually messing up other balance that much now I think about it. It would be nice to just remove the movement penalty entirely (or just have it in enemy sectors perhaps).
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Give them the Jeep / Bikes role maybe?
(larger sitelines, ability to spot cloaked units from further away)
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They already do that. It's not worth it in a 450mp squad though, which also happens to reduce squad firepower.
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They can snipe, cap, and fight as well (scout units cannot do this).
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They can snipe, cap, and fight as well (scout units cannot do this).
A well micro'd jeep or bike fight just as well. As for the capping and sniping the jeep or bike is half the price.
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With the upgrade, Jeeps can cap, too.
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With the upgrade, Jeeps can cap, too.
That is true, forgot about going armor. lol
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Just to throw it in there, if you place the Infantry in a Bren is can also cap, too.