What's wrong with UKF?
Posts: 268
It seems to me that the problem of the British is in their line infantry.
1. They urgently need to give AT grenades. Why does everyone have them, but not Tommy?
2. Why do 5 people tommies become 8 pop caps? This is another reason why the British army is so small.
The description of the faction, as Relic originally conceived them, says: A small, but effective army.
How is Tommy more effective than grenadiers for example? Those can calmly drive away tommies from green cover, due to under-barrel grenades. They have faust and lmg. (Without special costs with T0)
Vickers, why is it more effective than mg42?
Cromwell, only now has become a good tank, but it cannot be said that it is more effective than a panzer4.
Churchill were killed by a pop cap.
I think the whole problem of the faction is Tommy. They don’t need to give buffs, you can simply improve their capabilities, give them AT grenades, and also rifle grenades. Grenadiers feel better in shelter than tommies. Because the grenadiers are the only infantry that can destroy enemy infantry without leaving their green / yellow cover.
Posts: 3113 | Subs: 2
Previously, all the problems this faction had (only one LV, no indirect fire, no CQC unit etc) were compensated by exceptional infantry sections. This made IS spam super effective.
IS got nerfed while the faction's wholes still remain. An easy as that, you have UP UKF.
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Posts: 1220
it isnt that brit is too weak...USF and sov are too strong. thats why this faction are needs nervs. UKF is totally fine vs OKW or Ost. but if u want all the cheese and easy wins..go sov.what nonsense is this
Posts: 184
They will be broken when the patch hits. Already not fun at all to play against.
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Posts: 2243
what nonsense is this
what downside has brit? they have great inf sqauds...great mg..great AT...fast apearing AEC...great doc units...great ability, offmaps,great elite units, good other stuff and tools, TD, sniper, heavy wipers and good artillery options
tell me...what do u miss?
Posts: 1096
what downside has brit? they have great inf sqauds...great mg..great AT...fast apearing AEC...great doc units...great ability, offmaps,great elite units, good other stuff and tools, TD, sniper, heavy wipers and good artillery options
tell me...what do u miss?
No close range infantry
No line infantry with snares
No decent indirect fire
Emplacements are a useless meme
Tommys are useless until you invest heavily into them.
Posts: 1217
Whether you beat them or not, playing against them is never fun. Playing as Brits is incredibly dull aswell.
Emplacements were cancer. Now with the nerfs you can't really use them though the cancer mortar pit remains a problem on some maps (crossing in the woods, Charkow).
The concept of a high HP, high armor vehicle (Churchill) is shit. Especially when there is no non doc Axis high range, high pen td. I consider 50 range insufficient for that.
Cover bonus on mainline infantry was a mistake. Hard to balance. You want to attack with your inf, not camp in cover.
A t0 heavy vehicle is frustrating to play against aswell.
Could continue this rant but long story short Brits will always be annoying (either for the user or the opponent) and not fit the game.
Posts: 833
I believe the mod team have hinted a infantry and bolster rework is on the cards if Brits continue to be UP. I would like some flavor go be given to Tommy upgrades with an early anvil or hammer lock in. Then make Bofor and AEC techable without lockout.
The officer is a great step on the right direction, but like others point out it may not be enough. After playing around with the new WASP and officer I don't think it's going to change much of their issues on cqb maps. Maybe a slight bren buff ranges 0-10?
Considering they refused to add a mortar and instead added pyro smoke, indirect fire is probably not happening.
Posts: 2243
No close range infantry
No line infantry with snares
No decent indirect fire
Emplacements are a useless meme
Tommys are useless until you invest heavily into them.
- kidding me?? They have one of the best Close combat squad ingame. new will come even in this new patch
- thats why u get early AEC, high accurarcy AT gun, pio with snare and even can upgraded with double handheld AT..which is super nice when the squad has snare. its even better to have mainline inf with only snare. sniper with snare, tulips, mines, nondoc 17pounder, turret TD,.... brit have best AT option from all factions
- kidding me again? brits have acces to all arty options ingame...mobile mortars, emplcaments with more range than axis mortars, MOBILE artillery platform, rocketlaunce with cost nearly nothing and doesnt die to one shot from mediums etc, base arty, offmaps...use it my friend
- only when u are to udmb to use them. they are superior to defend alone much better than any AT gun and mg could do. yes they die in the fire when 4 players attack them...every unit do it. but they are super cheap and performant
- thats tommys strengt. okw need volks to start and later obers to deal good dmg...brits buy 4 sqaud IS and upgrade them into obers performanche. nice one. it doesnt eat or popcap that much..can be upograded into difference strength.
u must be brit noob if u think that tommys are bad.
Posts: 17914 | Subs: 8
- kidding me?? They have one of the best Close combat squad ingame. new will come even in this new patch
The sole fact they are getting new one says they do NOT have good CQC squad.
- thats why u get early AEC
Not getting AEC equals auto loss unless you're 4 digit warrior.
high accurarcy AT gun,
With the exact same accuracy as any other ATG.
pio with snare and even can upgraded with double handheld AT
No mainline infantry snare and sappers getting it clearly is a testament that PIATs are insufficient.
..which is super nice when the squad has snare.
Sure it is.
But they didn't had it and faction was so weak they had to give it to them.
its even better to have mainline inf with only snare
Yes, its better to have mainline with snare, which UKF does not have.
sniper with snare, tulips, mines, nondoc 17pounder, turret TD,.... brit have best AT option from all factions
And clearly, they still needed more. Meaning options they had were insufficient on their own.
- kidding me again? brits have acces to all arty options ingame...mobile mortars,
Mortar pit can grow legs now?
emplcaments with more range than axis mortars
Emplacements are dead weight above 4 digit warrior ranks.
MOBILE artillery platform
Which stock brit unit is mobile artillery platform like pwerfer, katy, stuka or even fucking major?
rocketlaunce with cost nearly nothing and doesnt die to one shot from mediums etc,
Ok, this is when we can tell the acid kicked in.
- only when u are to udmb to use them. they are superior to defend alone much better than any AT gun and mg could do. yes they die in the fire when 4 players attack them...every unit do it. but they are super cheap and performant
Emplacements are usueless against anyone better then 4 digit warriors, this is specifically why they are excelling against you and why you struggle so much despite them being literal loss of pop cap.
- thats tommys strengt. okw need volks to start and later obers to deal good dmg...brits buy 4 sqaud IS and upgrade them into obers performanche. nice one. it doesnt eat or popcap that much..can be upograded into difference strength.
Ah, I see you haven't updated your game for last 4 patches.
u must be brit noob if u think that tommys are bad.
Balance team and pro players confirmed noobs then.
Posts: 3588 | Subs: 3
No close range infantry
No line infantry with snares
No decent indirect fire
Emplacements are a useless meme
Tommys are useless until you invest heavily into them.
Not to defend Ullumulu but these are not all weaknesses.
UKF has stock trenches on mainlines so you can avoid getting rushed by CQC infantry and fight them off perfectly well from in trenches. They also have MGs with vet 1 extra range in garrison which synergizes with trenches. They also have good grenades on sections.
You don't need line infantry with snares, they have snares on engineers, they have a sniper with stun shot on every vehicle, good AT guns and good anti tank platforms.
Indirect fire is one aspect, but they have a mobile flamer platform (UC) and sniper who also has flares for base arty to clear strong points. Not to mention Pyro Sections with great sight and base arty. Mortar pits are also available though not very good unless they're in your base or at a defensible spot. Mostly the buffed sniper mitigates this.
Emplacements are useless indeed.
Tommies need super early bolster and then medkits and then become really really good and will be excellent after the moving accuract buff with the patch.
Here's the actual faction weaknesses:
No anti-infantry specialist light vehicle that can be rushed like the T70 or Panzer II.
Slow start with early bolster that can struggle to early blobs on your cutoff and can suffer if you don't have the fuel for an AEC when the Panzer II or flame HT hits the field.
UC is very useful early but easily dies in the mid game.
Unupgraded Royal Engineers have bad DPS which sets you back a bit when you buy them in the mid game unless they get the heavy engineer upgrade in the late game.
No stock mobile reinforce point (like a 251) to reinforce on the field.
Only light vehicle requires a side tech to build.
Posts: 13496 | Subs: 1
Soviet do not have a CQB stock unit either nor do USF.
Ostheer/OKW have PG/SP that are more mid to close than CQB and can even lose to cheaper CQB units if the fight start at close range.
Ostheer/UKF have access to pioneer/Ro.E. that are the only stock all SMG units.
Stock CQB units are not essential in wining.
Posts: 3166 | Subs: 6
Stock CQB units are not essential in wining.
All other factions have stock light AI vehicles to fight against CQC units in the early mid game. Soviets have stock flamethrowers, the M3 and Penals to ward off CQC units. OKW has Sturmpioneers and STG 44 Volks, Ostheer has stock flamethrowers and PGrens. USF has close to mid range orientated mainline infantry.
The UKF are the only ones who can consistently get overrun by CQC units (most notably on urban or other CQC orientated maps) because they have nothing in their stock arsenal to efficiently stop CQC units. The Universal Carrier can work, but doesn't on most CQC maps. The AEC doesn't deal enough AI damage.
Now since we can't magically conjure up a new AI vehicle, and since we do not want to buff Royal Engineers or the AEC for obvious reasons, they will get the Assault Officer to help defend Infantry Sections from getting overrun by CQC units.
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