Whoa whoa whoa easy there feller.
Reread the post.
He wants the tank to treat the main gun as the primary weapon, so that attack orders using Q (or whatever the non gridkey hotkey is) use the ballistic shell, not the flamethrower.
Ah my bad, I feel silly. Yeah I'd agree with that. The flame thrower shouldn't be the "main weapon" when it still has a cannon. But I can see where Relic is coming from, they want it to be a Flame Tank not a tank with a flame thrower. |
Arhjggdfhgmjfgfhg
Did I read that right? You want to buff the crocodile? ARE YOU INSANE. The First game I played with it in release I got 230 kills against a primarily antitank army by brute forcing them. If it's gun was made better it would basically remove the need for you to build normal Churchill/Firefly's to provide support. |
Ah my bad. From what I've played (6 4v4's today) The British have an aggressive start, a defensive mid game them a MASSIVE explosion onto the field late game regardless of whether yo go Hammer or Anvil. Early mid game you can expect to see some Mortars followed up by a rush to either the Firefly or AA tank. The British late game is a thing to be feared as they are a manpower faction.
A note about British Riflemen Sections is their Infantry get a Rate of Fire bonus depending on the cover they are in. This encourages a defensive mentality to them.
However when OKW or Wher players play hyper aggressiveness the Brits cannot keep up and get forced out of the game unless backed up by the USF. Soviets are to bad to be static with them and to clumsy to keep up late game unless they pick the right doctrine.
This info is all anecdotal. I've tried to simcity one game but I was punished heavily. I've found once you pick Hammer or Anvil you actually can start making push for the Enemy base provided you've built a mortar section a trench with MG and a forward post (mini sim city) you can push heavily into enemy territory most of the times you make it that far into the game is because the Germans tried to Shrek or arty spam which the British have a nice hard counter to.
The Brits play very nicely especially when the RAF is involved and their Defensive mid game plays nicely into a hyper aggressive late game 4/6 games I ended up in the enemy base. I even got a crocodile to 250 kills that game because I just pushed pushed and pushed burning all of the shrek spam. I'm think'n of uploading that game to since it was a good example of how the British work. |
Brace is strong and necessary, without it Britain can't head with mobile redeploying German hard-counters. Look t it like this, if the Soviets put a Mortar on the front lines behind sandbags and the German player sends a mortar after it the Soviet player can engage in a duel, which is equal since they're both roughly the same size or can redeploy.
A British mortar unit has no such option, so thus Brace exists. To be frank, Germany should find it frustrating to deal with a dug in British force, the Brits entire early game relies on it before their Armour comes in. Suggesting to nerf brace would be the equivalent of suggesting to nerf the USF's jack of all trades, the OKW's veterancy or the USSR's low manpower cost. By removing that gimmick you destroy the point of playing Britain which is to push up and castle. It forces the AXIS team to actually have to stay on the offensive. I know the AXIS have never really liked doing so but believe me if you stay aggressive the Brits wont have the time or MP to get to brace.
All the times I've won as Britain it's been because the AXIS players stuck to the same old strategy of pushing 50% up and building bunkers. Well guess what that Strategy is obsolete Britain doesn't give a toss about your bunkers and because of Brace your mortars won't allow you to hide behind MG42's and do jack shit. You have to be aggressive and believe me if you keep pushing the Manpower bleed Britain will suffer will force them to fall back, then resist the urge to dig in like you used to and keep pushing up. It's VERY hard to come back from that. If you try to dig in at 50% the British field defenses are designed to force you back, Brace is there to enable them, the British are the ARTILLERY FACTION, you shouldn't win arty duels with them and Relic designed them to resist arty duels.
/Rant
TL;DR: Brits are the arty faction and thus are designed to give the finder to arty.
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You fear the current meta not evolving? I've gotta say I can't agree with that, the Brits bring viability and more importantly room for experimentation in what was a stale meta. The vBrits are forcing a change of play style which is a great thing for the game especially now there's a high cost allied force. Wish they could of thrown in the Italians though, to give Germans a low cost force but egh, maybe next time?
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It would be nice to have something like a "Weapons Company" Commander with a USF Sniper Health of German Sniper RoF of Soviet, M1919A4 Tripod Mounted 30. Cal, and a 81mm Mortar all at 1-3 CP basically having CoH 1's Weapon Support Platoon building tied in.
Perhaps even have Assault Engie's thrown in as a tier 0. Sure it wouldn't scale well, but it'd make for a very different USF for fun games. |
From what I know on the rumour mill there might be new commanders (god knows the USF and OKW need more) but as so far as confirmed nil.
There's plenty of possibilities models have been found for lots of things, however Relic chooses to keep allot of these locked to Single Player to keep faction diversity up. |
I've tended to adopt a more passive hit n run approach combined with allot of flanking and capping trying to win the recourse wars. I've found them very good in 2v2s however I don't really play that many 1v1s so I couldn't help you there. |
I don't know if trolling or....
I'll answer it in a serious way none the less.
LOLw0wwww: I love the USF and I love my rifleman, it's just...I feel like it's kind of boring not being able to mix it up and having to build x amount of riflemen to start EVERY SINGLE GAME is so effing predictable.
That's the core of the USF. The fact that you only need riflemen to dominate the early game. Their versatility comes from what oyu kit them out with.
If you want more units play ARMOURED OR MOTORISED company. They both have Tier one options that change the way USF is played, from the hit n run style Jeep or the defensively minded Combat Engie's.
Take a deep breath and stay calm, because the USF is a incredible faction at the moment, but variety they have none, thats their advantage as much as their curse.
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Truth be told it should be 140 but has the ability to load APCR high pen long range low damage or even White Phosphorus Shells, something unique that makes it a bit more of a nice tank to have. |