The Comet gets speed veterancy. Auto-nades could be removed/changed/etc. However, have you ever noticed what Panthers get in return for their Vet? A Comet will lose in 1v1 vs a Panther at Vet0, most of the time. At Vet2 and above, there is no way the Panther can lose to a Comet.
The Comet has the speed to out maneuver and and if it can get behind the panther or circle strafe the Panther is going to have a problem. It's strenght vs speed. The grenade thing is fine, in fact it is a cool feature to have included.
Not only that. As the game drags on, OKW always has the opportunity to tap onto both their resources (MP, Fuel) and pull out something useful. If you are floating fuel, it's time of a (great) new tank. If you have low fuel, it's time for another Volks squad. No other faction possesses a similar advantage.
I'm not sure about this. Every faction can make mp useful.
Land mattress is DLC, and needs a nerf (rocket potency, or at least rate of fire), which it is getting. However, Brits have nothing else available to break a pak-wall:
- Their infantry is completely useless vs entrenched enemy (except for doctrinal commandos)
- Mortar Pits can't just pick up and relocate
Landmatress is fine outside of it's 5 cp requirement, somewhere around 7-9 would be good.
This is why Brits have tanks that seem so strong; they need to be autonomous to operate, because they can't get any support from anywhere else.
Makes sense.
Now, as long as Brits continue to lack access to indirect fire, their tanks will have to continue to be strong. Otherwise, they would be a lame duck.
Your discounting the effectiveness of the off map arty. OKW has the literally opposite problem and I don't know which is a better problem to have.
It's either more DPS or less DPS, or equal DPS. Infantry fights don't resolve themselves in 5 hits (like tanks do), they drag on much longer.
More damge per shot at a lower rate of fire results in models dieing faster. Ie. lower damge per shot at a higher dps speads out across the models in the unit more evenly as high damage lower rate of fire kill models faster. It's 5 shots to kill a model vs 3 (not exact numbers but I'm explaining the abnormality in their damage profile.
The AEC is not particularly strong at all. It (really) is just a crappier puma, with a twist:
- The first AEC is more expensive (due to the side-tech cost)
- Treadbreaker is OP, but it's the only thing it has
- Shorter range means you can't kite the enemy (like Puma can)
- Terrible turret traverse means you can't flank the enemy (like Puma also can)
I see your point. Turret traverse is an issue. I usually use 2-3 scout cars to kill them.
The reason why AEC seems so awesome, while (OKW) Puma seems so meh has to do with the armies they are in. Brits have absolutely nothing that can threaten light armour rushes apart from their 6pounder (no snares, inaccurate handheld, no cloaking gun). Thus, even the AEC alone seems godlike. OKW have so much AT readily available to them, they probably don't need the Puma most of the time; they need the Luchs, to break the enemy's infantry.
I see your point. But a bofors deletes light armour and drawing a luchs into bofors range means you have a dead luchs.
Comets and Heavy Sappers would probably be very, very OP.
Perhaps.
Can we maybe agree that the solution to the bofors/emplacement issue might be best solved by fixing the brits to allow for more viable strategies?