25 pounder of the British army
Posts: 179
Posts: 74
I think they are very weak(weakest on map arty thats non doctrinal for sure) and also the sexton(of the RA doctrine) is extremely bad. What do you guys think?
The firing delay is way too long and the scatter is pretty bad even with two guns, I seldomly use it and upgrade all my tommies as healing sqauds.
Posts: 90
Posts: 17914 | Subs: 8
They are definitely not strong, but they have some uses.
Delay between flare and barrage is worst.
But hey, at least they can't be stuka dived.
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Posts: 128
Posts: 17914 | Subs: 8
I like them; I tend to use them shortly before retreating if pushed off a VP. Thanks to the long delay and large scatter they can delay the decap.
Well, form what I can tell from my experience with them, this is the best use of them, to cover your retreat, either soft or hard, flare on your units, move back, wait for opponent to walk right into barrage that hits everything but his units
Posts: 578
I like the concept, but the impact is a bit lacking. Longer barrage or higher rate of fire would be good.
At the moment their impact is more psychological than destructive. They force campy players to move around more, or spend more time watching their simcity carefully. (try watching replays, from your opponents' perspective, where you've used Brit arty. You'll see they tend to spend time watching their encampments instead of ordering their troops around).
However, I think the arty scatter value is set too high. If that can't change, then I also suggest longer duration barrages.
Posts: 270 | Subs: 1
Healing is a one time cost that can be used for free every time after the initial upgrade, but you have to purchase the upgrade and then pay again to throw the flare for some lackluster artillery?
Also worth mentioning the sniper gets the flare with vet despite him not really needing it since he should be far enough away from the front line.
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Posts: 1026
Posts: 2053
The shittiness of the sexton is the main irritation imo.
Sexton: "What is AoE?"
Posts: 818
Would be worth it if they could fire smoke since brit infantry doesn't have any atm
:edit: actually im paying for them with all that manpower high tech costs, id rather have a captain at least he can cap, they should really do more
Posts: 1930
They are for free and non doctrinal .... you can't make them better or as good as ML20 / LeFH. Since they don't cost resources and don't take popcap.
they are hardly "free" when they require your tommies to get within grenade distance and spend 45 mu to throw a smoke.
To answer the OP. It's a good concept and useful in certain situation. Unfortunately it still leaves the brits without a non-doctrine mobile artillery. The sexton isn't that good either.
Posts: 4928
Posts: 1604 | Subs: 3
they are hardly "free" when they require your tommies to get within grenade distance and spend 45 mu to throw a smoke.
To answer the OP. It's a good concept and useful in certain situation. Unfortunately it still leaves the brits without a non-doctrine mobile artillery. The sexton isn't that good either.
Even so 45 mu is nothing. Doctrinal artillery barrages cost at least 160 munitions. It's still better than the major arty barrage.
Posts: 4301 | Subs: 2
also, does anyone know differences between Priest and Sexton?
Posts: 747 | Subs: 2
Even so 45 mu is nothing. Doctrinal artillery barrages cost at least 160 munitions. It's still better than the major arty barrage.
Using 45mu on an ability that will have almost no damage on the enemy, with a faction that relies on mun intensive abilities makes you think twice about unlocking and using it. I personally never use. It's a waste of ammo.
And no, thanks to the horrible scatter, low damage and the requirement to get extremely close to the target (with expensive units), I'd prefer the Major arty.
Posts: 2053
Even so 45 mu is nothing. Doctrinal artillery barrages cost at least 160 munitions. It's still better than the major arty barrage.
Doctrinal barrages often count as area denial by killing whats in the area and only requires LoS - at least doesnt require spending munitions beforehand, a unit to get up close and risk dying, and comes nearly immediately.
Could at least have the upgrade come free instead of costing 40 muni to throw 45 muni (dedicating a unit to risk itself instead of possibly heal) or the barrage itself be free since all it does is cause the enemy to step aside slightly - which really isnt much since you cant go near the area either. Major fake artillery has the same effect and doesnt requires micro transactions beforehand.
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