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russian armor

UKF lack of indirect, building counters and map balance

6 Nov 2015, 20:57 PM
#1
avatar of Rollo

Posts: 738

This is a problem for early/mid game balance that still makes brits somewhat hopeless on certain maps.

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.
6 Nov 2015, 21:01 PM
#2
avatar of ferwiner
Donator 11

Posts: 2885

Yeah, there is no real reason why british nade upgrade should be so costly. Apart from that they are ok though.
6 Nov 2015, 21:12 PM
#3
avatar of Robbie_Rotten
Donator 11

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.
6 Nov 2015, 21:19 PM
#4
avatar of niutudis

Posts: 276

I agree it can be somekind of a problem to get the enemy out of house in the earlygame.

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.
6 Nov 2015, 21:23 PM
#5
avatar of Iron Emperor

Posts: 1653

It is indeed a problem of the UKF, would prefer a normal mortar instead of a mortar pit
6 Nov 2015, 21:32 PM
#6
avatar of madin2

Posts: 203

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.
6 Nov 2015, 22:00 PM
#7
avatar of 5trategos

Posts: 449

I definitely feel like Brits are the weakest of the Allied factions (in 1v1) because of their handicapped indirect fire and useless emplacements.

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.

6 Nov 2015, 22:14 PM
#8
avatar of Switzerland
Donator 33

Posts: 545

jump backJump back to quoted post6 Nov 2015, 21:32 PMmadin2
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.
7 Nov 2015, 02:39 AM
#9
avatar of BeefSurge

Posts: 1891

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.
7 Nov 2015, 02:47 AM
#10
avatar of Kubelecer

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 :foreveralone:
7 Nov 2015, 02:51 AM
#11
avatar of Vuther
Senior Moderator Badge

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. :guyokay:
7 Nov 2015, 07:40 AM
#12
avatar of elchino7
Senior Moderator Badge

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.
7 Nov 2015, 07:56 AM
#13
avatar of Muxsus

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
7 Nov 2015, 08:03 AM
#14
avatar of kitekaze

Posts: 378

How about Engineer Regiment Commander's Flame Mortar barrage?
7 Nov 2015, 09:22 AM
#15
avatar of Muxsus

Posts: 170

How about Engineer Regiment Commander's Flame Mortar barrage?


It comes at 8 CP and doesn't do shit though.
7 Nov 2015, 11:25 AM
#16
avatar of madin2

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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