![:P :P](/images/Smileys/tongue.gif)
Relic made it clear that a lack of snare, or should I say, an expensive snare that comes at around 2 min, is a weakness to a faction. To alter relics own words and place them into a UKF perspective:
UKF are the only faction in the game to have no snares. This made them too vulnerable to vehicles, especially when compounded with their other inferior anti-tank options. The lack of unlocking snares compared to all other factions made them helpless versus early light vehicles such as the 222, Kubel, Halftrack and Luchs. This, additionally made the prospect of going for a bofors less viable.
The glaring difference here however is that UKF will now have access to homing PIATS, before the above rang true far more than it does now, but that doesn't mean a lack of a snare isn't a problem. So at risk of making a Tommie squad a 1 team AT and AA squad, how do you balance them out?
The way I see it is through several steps as follows:
#1: Unlocking grenades also unlocks the snare
This on its own however will result in the 1 man do everything squad if you then equip them with 1 bren and 1 PIAT, expensive, but without any vehicle/bofors side tech, doable, so how do you stop that?
#2(a): Unlocking the grenades unlocks the snare to be side teched instead of healing/pyrotechnics
Every faction needs healing and it's arguably slightly advantageous that Tommies can heal so easily out in the field (I wont say OP or the likes as other units do this too with vet). Locking out healing and unlocking snares will force the players into having at least 1 squad that can't snare with the majority being unable to stay out in the field fighting for a long time.
The only problem I see with this is that you will then no longer see pyrotechnics on Tommies, that is, unless like now where someone clicks on it by mistake... So my other suggestion is...
#2(b): Teching pyro gives snares (if nades are teched) but removes the sight increase that you currently gain.
This way we still get to see a firework show every now and again and the pyro side tech doesn't go unloved.
Lastly, we have a combination of both the above (either 2a or 2b) but with PIATS restricted to sappers only. This one is cheeky though as I never put PIATS on my Tommies so that doesn't affect me, but with the ability to snare, have a reduction in AI to grant a homing AT weapon AND a snare on my Tommies? That might change the way I look at that situation.
By teching nades to unlock (the change to again unlock) the snare you chose to delay weapon racks and with the muni sink that can go into snaring, even if racks are unlocked, limit the amount you can field. Going both weapon racks AND nades will near enough halt light vehicle play and result in a more passive approach to fighting early on. Kind of like... How UKF were supposed to be designed?
Those are just my 2 cents, they might sound good to me on paper but once tested might prove to make UKF Tommies too strong, who knows? That's why I created this post, to get opinions and find a perfect solution that might one day, just one day, see UKF with a snare.