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1. While the FA is potent it's also squishy(and with the new commander a costly investment when upgraded), To make it a retreat point, you spend an additional 200 MP. For the new upgrade you need 3 CP and 75 mun, which the earlier this occurs, the harder it hits in weapons/mines.
2. The Upgraded assembly, again 3 CP and a pricetag(don't recall) This arguably needs adjustment because it is very beneficial, the easiest balance would be make it a sidegrade against the Retreat upgrade (like picking hammer or anvil) or even making it incompatable with the enhanced fortification upgrade forcing a different sidegrade. Possibly add a popcap cost to the upgrade.
3. "Too many retreat points!" again you're talking a substantial investment that is static, 380 MP for a soft target if undefended(even if defended, you can burn it down quick barring real defenses), if you're allowing the UK to get a comfy MP cushion to build muliple FAs then you're not even challenging them for resources.
2. The upgraded assembly is flat out too good because it repairs buildings AND vehicles and allows the fortification owner to largly IGNORE his forward buildings as long as they are inside the repair radius. I think the bug relic removed (the engineers that were repariing stuff for a while had pop cap) might have been part of the necessary balance.
3. So why are the OKW limited to three trucks? Let them make as many as they want that they can pay for because that too is a sizeable investment. Oh wait because that would be completely OP for the Axis. But it's just fine for the British? Please.
Here's the thing your'e ignoring that Mustache pointed out. I played a game last night where I put down my bofors having only 1 HMG and 2 infantry sections. I held that position just fine until I could put out my mortar, and had no challenges when I had enough fuel/mp put out my assembly (and upgraded it). Not needing 2 squads of engineers saves a ridiculous amount of manpower.... so much so that you can very easily just throw down a second forward assembly behind the first. On the second assembly you just get the repair upgrade.
This commander allows for a massive manpower float and that is incredibly powerful especially since that is supposed to be the British weakness. You can play without ever making a RE and have no regrets (other than the fact that they have demo charges to clear terrain for building). It's pretty damn broken that you can put down your bofors after making the enemy retreat from the first or second engagement. I will remind you that this disrupts the counterplay aspect of how the british normally work (building early is supposed to be somewhat dangerous but building that early is a joke with almost zero risk).
Might I remind you the Ostheer and Soviets have zero forward retreat points. There's not really a lot you can say here other than, "please don't nerf my OP cheese". Limiiting the FA to exactly one per player would go a long way to making an OP commander somewhat limited. It is my guess that the FA will get nerfed so that it can't repair vehicles. For one thing this is exactly what the OKW building does. I will remind everyone that people said well the OKW have better buildings so their fortifications have to suck so bad they are unusable. If RE can't repair vehicles that suddenly becomes a reason for the player to make RE. That too would be a weakness that would balance the commander without gutting it.
I think it's pretty undefendable to try and say the Advanced Fortification doctrine is not OP.
1. The commander would work just fine if ALL brits were limited to just 1 FA.
2. The commander would be quasi balanced if the player needed RE to repair tanks.
Change those two things and suddenly you have a cool commander choice who has limits; the current commander has very few and that is why he is broken.
Its like USF could make army of captains
Also where the ♥♥♥♥ do you saw more than one FA?
Where
Players bulid only one cuz its only needed (lol)