UKF lack of indirect, building counters and map balance
Posts: 738
Unlike other factions UKF have zero access to smoke, flamer infantry or incendiary nades. You don't even have a mobile mortar or support gun to chose from apart from the T2 overpriced mortar pit. This makes clearing a key garrison near your cut off on maps like arnhem, Sturzdorf or semois a struggle at best.
The mills bomb upgrade is too easy to dodge in and out, worse still it doesn't even come with rifle smoke like USF despite being the same price.
An early trench on open maps can help secure map control, but on most urban maps that's a waste of MP due to the short engagement ranges (grenades, flamers etc)
One such example
Your only option is the Bren Wasp, which is incredibly fragile, expensive and explodes as soon as a 222 or shrek unit gets into engagement range.
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Posts: 412
Yeah, there is no real reason why british nade upgrade should be so costly. Apart from that they are ok though.
I am assuming it is expensive to balance out T3 being so cheap.
Posts: 276
But...
This house on sturzdorf isnt a good example, because you can ignore it and get rid of it later in the game with mortarpit/tank/offmap.
The second thing I cant agree with, is the mortarpit being overpriced it has a realy good performance, its an awesome tool to deny any building or cover inside its range. Also it benefits from commandvehicle and frp buff/garrisonbonus.
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They have a similar problem dislodging defenses on wide open terrain (left side Angoville for example) because they have to brute force their attack. Whereas against buildings, they rely on the Wasp early game, on open terrain they heavily rely on snipers. Both are risky investments that can be lost to the smallest over-extension or prolonged use.
Posts: 545
u can destroy key buildings with your tommie squad when u give them the arty upgrade just mark the house and it will be destroyed, but this is only a soft counter.
No it will not destroy the building, that Arty does not consistently hit the mark. The further away the building is from base aswell and your chance of hitting the building drop. We're talking about reliable methods.
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Posts: 403
What's bad about this is that in real life, infantry sections used light mortars to clear garrisons. It was a very deadly tool that's mysteriously absent.
Just like USF mortar
Posts: 3103 | Subs: 1
What's bad about this is that in real life, infantry sections used light mortars to clear garrisons. It was a very deadly tool that's mysteriously absent.
Sometimes, PIATs were even used to clear houses. 'Course, they can't here.
Posts: 8154 | Subs: 2
I am assuming it is expensive to balance out T3 being so cheap.
T3 should be more expensive (fuel wise). Nades should be fused with the 5th man upgrade and slightly make it more expensive.
Posts: 170
What's bad about this is that in real life, infantry sections used light mortars to clear garrisons. It was a very deadly tool that's mysteriously absent.
Giving them a light mortar barrage as an ability is actually a nice idea
Posts: 378
Posts: 170
How about Engineer Regiment Commander's Flame Mortar barrage?
It comes at 8 CP and doesn't do shit though.
Posts: 203
No it will not destroy the building, that Arty does not consistently hit the mark. The further away the building is from base aswell and your chance of hitting the building drop. We're talking about reliable methods.
It does 90% on 1v1 maps even with only one arty gun
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