"special" weapon regiment
Posts: 63
off topic but infantry shouldn't be avoiding allied vehicle, its annoying
Posts: 63
Posts: 177
"Hold the Line" was always useless and expensive, and the nerfs that you mentioned to the half-track, AT sections, and Croc were kinda deserved but have indeed not helped. The HT especially comes too late to be that useful.
I would agree that 3 or 4x AT rifles on the section, with worse AI DPS, or moving the HT to 3CP certainly would't hurt.
Posts: 3588 | Subs: 3
2 CP Tank Hunter sections (critical shot from sniper with longer aim time)
2 CP M5 halftruck (can upgrade to meat chopper ZSU)
7 CP Heavy Artillery
10 CP Chruchill Crocodile
Posts: 63
0 CP Flamethrowers for sappers
2 CP Tank Hunter sections (critical shot from sniper with longer aim time)
2 CP M5 halftruck (can upgrade to meat chopper ZSU)
7 CP Heavy Artillery
10 CP Chruchill Crocodile
Resuplly halftrack is fine it should just give better vicker k or arrive sooner
Posts: 3588 | Subs: 3
Resuplly halftrack is fine it should just give better vicker k or arrive sooner
I’d rather see the M5 replace it in the doctrine and have the resupply truck be in the Platoon CP.
Posts: 173
1 CP: tankhunters section with more utility abilities - like tank detection, cloak in heavy cover, maybe special smoke grenade, like german blender, but works only for veichles. Maybe light AT-mines, like americans have.
3 CP: ressuply halftrack with Royal Recovery team in it + rework of ressuply HT itself - maybe one-use OKW-style medcrate for 10 mu, brens, piats AND Vikkers after research.
7 CP: incendiary mortar barrage
8 CP: heavy arty
10 CP or 12 CP: crock itself.
I am no expert in game AND in brits (just picked them in november during sale) but I think this will at the same time keep it separated from the rest with their distinctive squads and ability and will make it somewhat useful in 1v1 as well.
BTW, do anyone have any clues how "Hold the Line" works? It seems too random for me - sometimes it lights up my whole frontline and sends out 4 typhoons, and sometimes literally nothing happens, sendnig my 200 muni down the drain.
Posts: 773
The requirement to unlock weapons should be removed to let the HT drop Vickers and Piats, its too much to require side trech aswell as a HT.
Hold the line is the most OP ability in the game and the only reason it hasn't been nerfed is because noone knows how it works and its very situational.
It works like this:
You press the ability and all your frontline sectors (THAT A RE CONNECTED) light up, after about 20-30 seconds or so if an enemy steps foot in that sector they meet lazer rockets and MG's but only after that time so if you are expecting a push you have to... "Hold the line" It can be contested where you are both in it and it can be getting taken by the enemy but if it gets taken or you cap a new territory, it breaks the ability.
So click it and camp on your points, basically.
AT sections are pure trash however, their AT capability after LV phase is non existent, if you can get a snare off just pray that it actually damages the vhicles engine as many times I have had them not snare LV's when hit.
Railyway arty is again situational, mainly good at killing OKW buildings but other than that, used as an expensive area denial during the latter stages of the game.
To fix it, give AT sections cloak, remove the need to unlock weapons to drop weapons from HT and tweak hold the line so Its more consistant and not OP as fuck like it is now when used.
Posts: 63
Just remove the planes and just give buff to infantry in friendly territory and reduce muni to 100
Posts: 63
IMO, "speshul" commander should get next layout:
1 CP: tankhunters section with more utility abilities - like tank detection, cloak in heavy cover, maybe special smoke grenade, like german blender, but works only for veichles. Maybe light AT-mines, like americans have.
3 CP: ressuply halftrack with Royal Recovery team in it + rework of ressuply HT itself - maybe one-use OKW-style medcrate for 10 mu, brens, piats AND Vikkers after research.
7 CP: incendiary mortar barrage
8 CP: heavy arty
10 CP or 12 CP: crock itself.
I am no expert in game AND in brits (just picked them in november during sale) but I think this will at the same time keep it separated from the rest with their distinctive squads and ability and will make it somewhat useful in 1v1 as well.
BTW, do anyone have any clues how "Hold the Line" works? It seems too random for me - sometimes it lights up my whole frontline and sends out 4 typhoons, and sometimes literally nothing happens, sendnig my 200 muni down the drain.
AT section already have tank detection a passive ability would be fine
Recovery team in a halftrack would be waste of popcap
No need for med kit since they can heal themselves
Remove heavy arty and add anti tank strafe plane or replace flame mortar with anti infantry strafe plane
Posts: 1220 | Subs: 1
Posts: 955
Also, give tank hunters the upgrades back
And maybe, the offmap arty could be changed to only one shot but cheaper as a dedicated LEFH killer, but Im not sure about that
Even then, Mobile Assault and Royal Arty will forever dominate, since they have good indirect fire
Posts: 789
So I would say give it the land mattress, that way if you want rocket artillery as Brits it’s in a default commander and there would be more than one commander wi5 rocket artillery
Posts: 1002 | Subs: 2
I believe that when the bren was nerfed the Vickers K remained the same and it is now a different weapon alltogether, ala, it shreds (Unless thats just conformation bias).
Yes, this is the main draw of the vickers. You still get that extra bit of fire power when you get them.
Posts: 785
Posts: 63
An upgrade for AT section that give them 2 bazooka and remove snare will help with scaling.
What so special about that, i just gonna build sapper with 2 piat then
Posts: 773
What so special about that, i just gonna build sapper with 2 piat then
Zook is better than Piat and it wouldnt cost you 100 muni?
Posts: 63
Zook is better than Piat and it wouldnt cost you 100 muni?
still prefer sappers with piat because they got snares
Posts: 563
For hold the line, it has too many requirements to work efficently. It could be made more easy to activate( own infantry on sector not required, just sight to the enemy, and maybe allow planes to arrive faster) other would be to change it into some more "special" weapon as doctrine suggest. Land mattress, some special weapon commando team,valentine anything really
Posts: 3588 | Subs: 3
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