Try make two they are really strong if u have good micro, maybe even two stugE are better than one brumbar
two ostwinds, two pz4 etc all are good when you invest 2x... don't see what makes stugE worthwile?
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Try make two they are really strong if u have good micro, maybe even two stugE are better than one brumbar
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Its like saying what makes m10 worthwile ?
two ostwinds, two pz4 etc all are good when you invest 2x... don't see what makes stugE worthwile?
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two ostwinds, two pz4 etc all are good when you invest 2x... don't see what makes stugE worthwile?
Posts: 927
The cost to performance ratio.
One might be ok at best, but 2 are perfectly affordable as well and will bring serious firepower.
You know, this is why T34/76 is shit on its own, but a pair is a threat.
Or M10 vs jackson, one jackson will always be better choice then 1 M10, but 2 M10s are formidable already.
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Its like saying what makes m10 worthwile ?
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UKF tactical support regiment weapon drop ability is useless because of timing and bad combination of mass sprint and weapon drop. You want either weapon drops or mass sprint not both at the same time, it makes no sense to me. Also 4 CP is way too late, you need the mortar for early game. Med kits for UKF make no sense either because of the heal-anywhere infantry sections. This has to be fixed. Just remove sprint and med-kits and make it 1-2 CP.
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LUL; i talked yesterday about this^^
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I am for just an usa mortar at 2 cp for brits and maybe the healing stays. idc much about the healings
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That would be solid but the healings are still useless in 95% of cases. Whenever I used this ability I just ignored the med kits because they are not needed for UKF. You can maybe drop them on the base entrance and use them for a MG or sappers when there are no infantry sections around but that´s really nothing that you need.
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The medic kits do not simply heal, they are the same will Luftwaffe providing accuracy and reduced target size.
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The medic kits do not simply heal, they are the same will Luftwaffe providing accuracy and reduced target size.
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Maybe they are not bad and can be usefull on frontline but most of the time u drop them near your base and only on sector because u want be safe when u pick mortar and at but as people said this ability is usless at cp4 in my opinion this should be only mortar at cp1. And why cp1 not cp2 because this commander need some boost or no one will use it as it is now.
What u guys think about that if hq was available cp2 but offmaps in that bulding cp10 something like wc51 offmap.
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Which is useless and you would know that if you actually used the abilities. Just because the Luftwaffe drops are bad too doesn´t make the UKF ones any better.
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or single drop like in airborne company if u want boost your brit mates
If the ability is going to at cp 1-2 and only a single mortar then it simply be a call-in unit...
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or single drop like in airborne company if u want boost your brit mates
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I would say just making Assault Engineers 1 CP would prevent them from being spammed. They aren't as affordable as JLI's and don't scale the same so slight nerfs would be fair. Armor Company is already the best USF commander this patch so this would probably bring it a bit more in line.
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