Indeed. It really does make more sense, especially from a gameplay point of view. I even would go as far as saying that in their current state, Pak 43's, Howitzers and even flak guns are more durable in the long run.
Yes, they can be sniped. Yes, they can be decrewed from small arms and raging fire. But at least those weapons have a far higher chance of being salvaged afterwards, saving a lot of resources. You don't have to drop another 450 Manpower to get your Pak 43 back most of the time.
The British for the most part cannot do this. Their emplacements are more likely to be destroyed than decrewed. When your army is starved of Manpower for most of the match, it's insanely difficult to get those support weapons back up and running. Particularly Mortars, which I like to steal from the Wehrmacht any chance I get, since I can get more use out of them. Having access to Mortar Smoke is so essential in an assault when your infantry are lackluster out of cover. |
I just had a thought come to mind that should probably be considered.
British Players all know how incredibly expensive a loss it is to have their Mortar Pits and 17 Pounders get wiped out very quickly from incendiary attacks. This brings them to a state of liability in a competitive match. Expensive to build, fragile, immobile and a very big target.
Now I'm in no way implying that flames shouldn't counter emplacements. It only makes sense that they do. So I think we should rework what exactly flames do. Instead of burning the emplacement down very quickly, how about we make it have a higher chance of decrewing the emplacement instead? It works rather well against things like ML-20s, Pak43s and similar weapons, does it not? Those weapons don't get incinerated like British Emplacements do.
This way, you can still knock out the emplacement quickly but not have it be such an insufferable loss for the British Player, who can recrew it once the fighting clears and repair it while saving a lot of Manpower in the process. Or if the Germans win the fight, they have something to take and turn against the Allies.
What do you guys think? A fair compromise?
EDIT: Of course, if this is still too much, we could always have the emplacements resist being decrewed until it hits 50% Health. |
While we are on the topic of Flames, they really ought to revert the Flames sticking around for 20 seconds. I was using a Wasp while defending my Forward Supply Station and it got caught in the DOT. I was helpless as I watched my building burn down from my own Wasp's three second burst... |
Hmmmm... I'll need to look at that again. Still, something might need to get done about it one day. If the animation doesn't exist yet, I guess this is a low priority fix then. :/ |
Wow... Never noticed that one. Thanks for spotting that. |
I spotted this bug a while ago and just got it again today. When you put an American .50 Cal HMG in a trench, the gunner goes prone instead of using the animation for fighting from inside a building. Seems kinda daft for him to shoot through a very thick wall of dirt to hit the enemy.
EDIT: Yes! Post successful!
http://images.akamai.steamusercontent.com/ugc/420314861898771963/EF31F9BECAD58379BE3CAB65FAD54091E1230372/ |
Another bug I found today is a graphical error involving BARs when picked up by Infantry Sections. It seems they have mistaken their captured BARs for Bren Guns and miraculously inserted their clips at the top of their guns.
http://images.akamai.steamusercontent.com/ugc/420314861898490425/2029578B9F2801BA55D617D83B9F34604F3C5320/ |
Sigh... I would prefer to have things stay as they are, but instead of removing this wonderful feature, I'm begrudgingly on the "Make it more risky" boat. Only thing I can think of that's fair is to make an abandoned vehicle suffer from a guaranteed crit at the same time. Like a damaged engine or destroyed main gun. That will be enough risk. |
I feel there's a need to discussion this pressing issue with British Tanks as it doesn't allow you to take full advantage of their skills. I'm sure all of you have noticed that at times, you tell your tanks to fire a smoke shell to defend your flanks and have them completely ignore you. Or you tell your AEC Armoured Car to disable the treads of Panzers but have that order seemingly ignored too?
This only happens in a combat situation. There are no issues when there's no enemy within shooting range. If you use an ability on a target that the turret is not facing at the time, chances are it will never fire off. If you use an ability while the turret IS facing your target, you have a much higher chance of firing it off.
There's was a user in this forum that suggested that the unit's targeting AI might be the cause of the disruptions. Interrupting the ability if the AI decides to change it's focus on something else while the ability is winding up.
Now if I remember correctly from my coding days, there should be a line of coding that makes it difficult to interrupt an ability once it has been triggered. Perhaps this line of coding is missing from the majority of British Vehicles?
Here's a list of all affected units...
AEC III Armoured Car - Tread Breaker
Cromwell Tank - Smoke Shells
Comet Tank - Smoke Shells/WP Shells
If we at LEAST fix the Tread Breaker interruption, this will go a long way to helping PIATs become useful again. Can only do so much when using attack ground over shot blockers.
I've been agonizing over this since the British came out and hoping a hotfix will be implemented for them soon.
P.S. Hopefully I will be able to enter this topic again, unlike the .50 Cal Trench Bug Thread where I keep getting a "Forbidden" error in my own topic. Can't enter Mr.Someguy's Response Thread Either... Fingers Crossed... |
I agree. You almost have to spam (3+) them to have even decent results. It's extremely underwhelming. |