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View Full Version : My two cents on how to tweak the British Team.



Teleon
9th Apr 08, 9:15 AM
Please read and consider carefully why these changes would better balance the British team. First, before talking about tweaks… Remove ability for British to delete emplacements that are under attack.

Re-working the Tommie Squad:

1: reduce cost to 400mp, down from 450mp
2: remove ability to build trenches and replace with ability to build sandbags and barb wire.
3: Give Tommie squads normal move speed in neutral territory and slower move speed only in hostile territory.

Re-working the Bren Carrier:

1: reduce fuel cost to only 5fuel, down from 10 fuel.

Re-working the Mortar pit:

1: Set cost to 280MP, 10fuel
2: Increase chance for mortar pit team to die from: small arms fire at close range, flame weapons, grenades and direct hits from indirect fire that has LOS.

Re-working the Vickers nest:

1: allow Tommie squad to garrison.

Re-working British engineers:

1: Allow engineers to build trenches.
2: Give engineer option to upgrade with flame Thrower

Tseng_Fox
9th Apr 08, 9:29 AM
I agree on all.

Also, make it so that all trucks can be called in at the start but increase the fuel requirements slightly, lower the cost of Cromwells as well so that brit armour is viable. Buff the Lt and cheapen the engineer. Nerf commandos hard, but increase PIAT strength to compensate. Get rid of Glider crash too. Sort out vet as well.

Ghostly_Gecko
9th Apr 08, 1:25 PM
Also, make it so that all trucks can be called in at the start but increase the fuel requirements slightly

...what?! Because tommy-spamming to an Armor Command truck and a fast Cromwell wouldn't be unfair at all. If you meant that the officers don't need to be built for the trucks, I want the fuel cost of the officer added to the truck. Brit teching is fine, don't screw with it.


Nerf commandos hard, but increase PIAT strength to compensate.

And how can nerfing a doctrine-specific, call-in, anti-infantry unit be compensated for by buffing a hand-held AT squad?

Tseng_Fox
9th Apr 08, 1:31 PM
And how can nerfing a doctrine-specific, call-in, anti-infantry unit be compensated for by buffing a hand-held AT squad?

It stops commando spam since commandos rape any infrantry hard and blow up buildings with ease.


...what?! Because tommy-spamming to an Armor Command truck and a fast Cromwell wouldn't be unfair at all. If you meant that the officers don't need to be built for the trucks, I want the fuel cost of the officer added to the truck. Brit teching is fine, don't screw with it.

I meant for the trucks not needing officers. Actually, thats a good idea adding the fuel cost of the officer to his truck.

scoiatollo
9th Apr 08, 1:35 PM
The buffs you suggest for Tommies would ruin your day ;)

The MPit for 280/10 plus more vulnerability against small fire arms make it a no go in early and mid game.


Re-working the Vickers nest:

1: allow Tommie squad to garrison.
?! you mean that they will have a 360° dafense? bad idea....

And engineers with flamethrower would rape infantry so I don't think that this would be a good idea balancewise.

As for commandos, well they were hit enough with the last patch. I don't think that they'll need a huge nerf like suggested, but PIATs would really need a buff...

Teleon
9th Apr 08, 1:56 PM
The MPit for 280/10 plus more vulnerability against small fire arms make it a no go in early and mid game.

I don't think so... especially if the Tommies now can use Barb wire to deny access to it.

?! you mean that they will have a 360° dafense? bad idea....
If garrisoned, yes. Which, in my scenario would be the cost of the Vickers nest + 400mp all in one location. Plus, Vickers Nests are easier to mortar out... I don't think it is overpowering at all! Especially if mortar pits are going to be fielded less and more vulnerable! The British player now will need something to help guard them.. but that defensive option itself cannot be as impenetrable as a trench is to indirect fire in the early game. I think it is very doable.


And engineers with flamethrower would rape infantry so I don't think that this would be a good idea balancewise.
Engineers don’t come out immediately! Plus, if the British player can no longer delete his/her emplacements… the British player is going to need a non-doctrine flamethrower to deal with his/her captured emplacements.

Decker
9th Apr 08, 2:59 PM
I dont like these changes.

draje175
9th Apr 08, 3:13 PM
disaggree with bren lowered cost, and mortar should be 5, and everything else about it stay the same. piats need buffing, but i think that toomies should build trenches. just for 150 cost. or 100.

Texture
9th Apr 08, 3:27 PM
I had the worst urge to rebut these point by point, but then I thought... fuck it. It's just suggestions. Often silly at that.

The one I like the most is the Bren fuel reduction. Oh yes, make it easier for me to spam bren carriers. With the buffs they have received I find it extremely easy to fight even single-shrek squads and volks with fausts effectively once upgraded to have the bren mg, even more so if I have engineers from a teammate to repair them early.

It's not appropriate for all maps, but for something nice and open like McGaechens war, just two bren carriers out (even if just 1 is upgraded) are an absolute LAWNMOWER against enemy troops. With the fuel reduction, I'd get to just part on a high MU, pump two out,and proceed to run around the map with my teammates jeep and crush crush crush. Lol.

Basically, laundry lists like this are pointless. Singular, simple changes to the game can have big results. Thats why there were so many tweaks and patches during the AT Beta, and I think that worked very well. As opposed to say... eliminating trenches entirely from the early game or some such nonsense. Yeah, that's going to be fun, once my HQ is boxed in by an MG I can't do shit about. Lol.

dullinstrument
9th Apr 08, 3:58 PM
I only ever play as Brits, But there are some things that are stupid about them.

Deleting trenches is dumb. If you don't protect them it's your own fault.
I'd like the ability to put a demo charge in them for a heavy early game ammo cost as an option (50-100 ammo). Something just triggered by the enemy jumping in, but still escapable, and will destroy the trench and take a few of the occupying squad with it.
Something like the PE booby trap ability.

And mortar crew should totally be killable. But not too much from small arms, but flames and fire grenades should rape it.

I also agree with the TOH guys about the sharing of bonus brit resources with their team mates when their trucks start drawing resources. That should stop.

I never play as the axis, so I'm totally biased and I also really suck just check my stats.

The only compensation I would ask for is a slight speed increase for the tommies.

Please tear my suggestions apart, I'm having a slow day at work and I'm looking desperately for distractions.

Schwarzwald
9th Apr 08, 3:59 PM
Ill like to add another suggestion, trenches can only be built in captured territory like every other emplacement they should be.

Pyro Paul
9th Apr 08, 5:36 PM
Please read and consider carefully why these changes would better balance the British team. First, before talking about tweaks… Remove ability for British to delete emplacements that are under attack.

Tommie Squad ideas

Ability to build sand bags and wire is a bad idea as it gives that infintry squad the ability to 'cut off' sections of the map rather effectively, being both a powerful primary infintry squad and construction unit.

bad idea to normal move speed in grey area because it would put Wehr at an Even bigger disadvantage as since you remove one of the primary problems with brits, slower capping capabilities.


Bren Carrier Idea

Horrible idea, Bren gun carriers are powerful beasts that come out extreamly early.... the fuel cost is the only thing that keeps them in check.


Mortar pit Ideas

meah idea on the fuel cost addition.

Wehr and PE infintry already suffer from this, as when they crew britsh emplacements the wehr and PE crew do take damage from small arms fire. oddly enough, only the british infintry are immune to this. as to why, i dunno.

Vickers nest Ideas

too vauge.
Garrison like a US MG nest or Garrison like a Wehr bunker? in eather case it OPs that emplacement because if you make it garrisonable it can then be garrisoned by anybody. Vickers in the vickers emplacement= unable to flank it.

British engineers ideas

you mean sappers?
sappers can already build trenches.

flame throwers? british? yeah, No. British already have plenty of anti infintry crap, they don't need more.

Demonic Spoon
9th Apr 08, 5:51 PM
Ability to build sand bags and wire is a bad idea as it gives that infintry squad the ability to 'cut off' sections of the map rather effectively, being both a powerful primary infintry squad and construction unit.
Sigh. Grenadiers and volks can lay sandbag and wire, and a Wehr player will have many more volks/grens than a Brit player will have tommies.





Re-working the Tommie Squad:

1: reduce cost to 400mp, down from 450mp
2: remove ability to build trenches and replace with ability to build sandbags and barb wire.
3: Give Tommie squads normal move speed in neutral territory and slower move speed only in hostile territory.

Re-working the Bren Carrier:

1: reduce fuel cost to only 5fuel, down from 10 fuel.

Re-working the Mortar pit:

1: Set cost to 280MP, 10fuel
2: Increase chance for mortar pit team to die from: small arms fire at close range, flame weapons, grenades and direct hits from indirect fire that has LOS.

Re-working the Vickers nest:

1: allow Tommie squad to garrison.

Re-working British engineers:

1: Allow engineers to build trenches.
2: Give engineer option to upgrade with flame Thrower

1) So Brits wouldn't have one of their chief abilities unless they get commandos or get to mid-game? Tweak trenches, don't remove them (from tommies)

2) Tommies are very powerful, especially with lieuts/upgrades. 400 MP is too low. 450 is fine.

3) Agreed on mortar pit changes, maybe make it 5ish fuel

4) Bren carrier is fine

5) Vickers nest is fine...Why garrison when you have trenches?

6) Brits don't need a flame thrower.

Pyro Paul
9th Apr 08, 7:09 PM
Sigh. Grenadiers and volks can lay sandbag and wire, and a Wehr player will have many more volks/grens than a Brit player will have tommies.


but they don't get Grens or volks as early as the brits get tommies.

imagine the sheldets if the tommies could build a Sand bag wall with the first squad across that bridge to the center island.

since he starts with the squad it will be there fast and the only thing they will encounter is a couple of Pio squads and/or a ketten. both of which the squad can easily dealt with. and now that sand bag wall is holding you off untill you get something with medium crush...

Ezz777
9th Apr 08, 7:29 PM
Maybe this thread should be renamed - How to make the brits damn near unbeatable?

lordkosc
9th Apr 08, 7:33 PM
Piats are fine, they can shoot over stuff, that is a big plus, its the MEN carrying them that need more health...

Teleon
10th Apr 08, 6:32 AM
Thanks for the input guys! Some of you changed my mind about the suggestions I made.

Although, I see a lot of people agreed or half agreed with the mortar pit changes. I think 5fuel added cost would be fine coupled with making it slightly easier to de-crew the emplacement.

And, I hope everyone agrees that deleting emplacements is just stupid and needs to stop!