Luchs comes out at the same time as Stuart, around minute 7. The problem is that a AT gun can be circlestrafed. That means you eat a shot with the Luchs, drive behind the AT gun and there's nothing else that can be done. You need a mine an AEC or a 2nd AT gun that screens the first.
what if UKF's AT gun gets flanked at some stage, early? does that mean a half health luchs or Ost flame ht should be able to destroy UKF's whole army, because they don't have access to snare unlike all other armies that such a thing can not happen to theirs?!!!
Sniper
We are adjusting the British Sniper’s veterancy ability and weapon to allow more counter play with light recon vehicles.
Coordinated Fire veterancy requirements removed
Critical Shot now requires veterancy 1
Removed chance to damage engine on penetration
The snare is not removed it is simply requires vet 1 same as the riflemen...A Sniper that can damage expensive vehicle can reach Vet quite fast.
There are also mines, ATG, AEC, Bofors and AT Infantry sections.
Imo having a unit that can bleed infantry and counter light vehicles of the bat was wrong and the change makes sense. If OKW had strong light vehicles that is an OKW issue and not a sniper issue.
Plz man l2read the last line u copy pasted
"Removed chance to damage engine on penetration"
Please go and check the mod and read the patch notes correctly before commenting bullshit
Two mortars, long range, resistant to light arms, auto-fire
and the Shield of Invincibility. I think it has too many advantages.
I don't think it's game-breaking but I do think Brace structure needs to go.
PS - Please bear in mind that any buffs that you feel the Brits need or any weaknesses they have are not relevant here. Imagine the Brits were balanced well and that after that this decision was to be made.
I've played about 10+ custom games in the new patch as UKF vs my friends, mostly 2v2.
The snare is a MASSIVE problem against not just OKW but more Ostheer as they can pump out 15 fuel 222's like nothing. You are FORCED to go AEC in the new patch as UKF or literally get smashed by light vehicles with no counter apart from an AT gun that lets be honest, isn't a great counter without a snare.
Basically you have to spend 75 fuel to protect you from 15 fuel 222 spam, I am going to be playing OKW/Ostheer only with my 2v2 partner next patch to get our rank high as fuck because its back to ez mode in 2's.
That's right, but even AEC is a vehicle and is different to AT gun or snare, which is in contrast with the idea of combined arms.
what if UKF's AT gun gets flanked at some stage, early? does that mean a half health luchs or Ost flame ht should be able to destroy UKF's whole army, because they don't have access to snare unlike all other armies that such a thing can not happen to theirs?!!!
The game next patch will be different with OKW having access to early strong light vehicles, and no fuel penalty.
UKF's sniper's critical shot was initially the only snare ability of UKF army (beside from the doctrinal tank hunter IS), but that is removed in the next patch
And I'm sure we all agree snare is such a crucial ability, all armies must have (and they all have except UKF) (and OKW has access to the strongest infantry AT weapon of the game, beside from access to snare from 2 very common commanders).
Honestly, I can't see good prospective for the balance next patch with OKW having access to such strong light vehicles (with no fuel penalty) and Piats being so hopeless, considering it's not rocket (like bazooka or shreck)
I think it will be fair if UKF army has access to snare like all other armies as a very basic ability
This game has also another exciting side, being paid less attention (that actually majority of the community play), which are the competitive team games (3v3/4v4s) like this
If there's any plan or prospective for this game to make a move toward ESL, the team games should be focused more, cause that's more appealing to Esports
Only if some major issues related to this modes gets attention and fixed, specially 3v3 which I think atm is the most weird mod, mainly because of the non-standard maps for this mode (u can't just play 3v3 in a 4v4 map)
On topic, I definitely agree that it's way too strong, especially in team games. One strike can deny and entire area of the map to up to all of the 4 players and disable all of their tanks and stop their inf, weather in defense or assault.
As far as I know it comes down reasonably fast as well before you have much chance of getting out, when well placed. Correct me if I'm wrong here. I don't own the commander so I can't try it.
Then a coordinated push can rather literally just mop up anything that got stuck in it with minimal risk.
It either needs a rework or a significant reduce in area of effect for reduced cost.
UKF in general has this thing which has useful commanders. But u tell me this plz; u are saying when well played, it comes down reasonably fast as well before you have much chance of getting out. Isn't in the same about many other commanders and abilities? For example stuka dive bomb (not only in CAS, but in 3 other Ost commanders as well)? how many replays do y want me to show u it wipes all the whole army, when that used well?! or many other abilities! that's the thing u just answered it urself. U have to play it well. and in return u have to respond to it well. I have used it and compared to other UKF commanders it's OK, but the rest of commander doesn't have much else to offer. and it such a munition heavy doc. I even played against it a lot more times that I used it, and it's too simple u just get out of the circle when called, and in return u know what?! u won't see any Commandos, airlanding officer, Croc, Air Superamacy, Typon Strafe, Coordinated arty, etc seriously it seems like some people just like their opponent to have no commander at all.