it's not like brits have an ability for early indirect, costs 40 muni, pretty much forces mortar to react and relocate.
Ah yeah, let me run forward with my arty flare, drop a big red "I'm barraging here in 10 seconds" and wait for the mortars to relocate before I even fire 1 shot ability every time I somehow manage to get close to a mortar...
Isn't it 45 muni anyway, along with the 30 muni to unlock it, so 75 muni to fire 1 sub par arty piece at something that will move when it sees the huge red smoke cloud and simply set up and continue, its expensive, has a long cool down and is not good at wiping, only saying stay out of this area for 20 seconds or risk getting splashed by mud until I have teched anvil at which point, I have other options. |
Indirect has always been a massive pain ever since they introduced the patch a few years ago that made it lethal, combined now with the patch we have and it is just a joke.
Play as UKF in a team game and you have no way to counter mortars until very late mid/late-game, its just laughable, I appreciate the effort that went into the patch to reduce minimum range and actually require micro but the problem here is, barrages are more accurate than auto fire, and the closer you are to a target, the more accurate your shots are, so auto fire is just as accurate as barrage.
The damage output on the mortar is just insane and combined with the accuracy they have, its just clearly broken.
Mortar damage and accuracy needs a severe reduction, it should be a nuisance, not a nuke, it doesn't take more than a few lucky shots from an infantry to infantry fight followed up by a mortar shot to wipe an entire unit, time a rifle nade with a mortar and you have a dead squad.
It has gotten to the point now where I simply can't play team games anymore due to the sheer amount of indirect that gets thrown at you with no way to counter it. By the time a mortar pit is up, a flame HT is running around, or the enemy has 4+ mortars to simply barrage your only indirect source.
The LEig actually seems to be in an OK position compared to the WM mortar, it hurts when it hits but its far from as accurate as the WM mortar, not to mention it comes out much much later so you at least have the forces available to flank it or manoeuvre around it. When a WM mortar comes out, you are lucky to have 3 squads out and if one of them is an MG, you simply, fucked up.
Yeah I am ranting a little bit and salty after a few games where I was shat on my the WM mortar, but surely it isn't just me that feels mortars are over performing? |
You are asking for a unit that can literally do everything and it is retarded
OST Jagers say hi |
Id like to see an SAS squad, 5 men, with the ability to cloak, sprint, snare, nade, smoke nade, passive healing and flare with a crit chance similar to pathfinders. What do you think? I imagine that it will close a lot of holes the UKF currently have, thoughts? |
Since the patch I've been really struggling with UKF in 1v1, I've managed to stay below rank 80 but I struggle now Vs rank 300+ players.
You can't rely on Tommies anymore to hold ground whilst you stall for a Cromwell, you HAVE to get them the 5 man to stand a chance then you need the AEC for a snare and those combined becomes very expensive.
Not even mentioning how the current OST mortar is, lazer guided nukes and in pairs... Everyone moaned about the mortar pit, fair enough, but at least that thing couldn't move.
I had a game yesterday Vs OKW and to keep up I needed 5 man, brens and an AEC, by the time he had his first p4 out I had to really fight to keep it at bay with my AT gun and AEC until I could field a Cromwell.
I think that is the issue, everything is so expensive that you need to keep a level playing field and it delays future tech, whereas axis get everything just from teching up and can pop upgrades on the field.
They fixed a lot of issues with Brits in the patch but I think some things might have been overlooked/over nerfed. |
If you have hold fire while reinforcing, I think that the new models don't pick up the hold fire command. This is impossible to fix.
You should toggle hold fire after finishing reinfforcing.
Just a quickie pal, is it possible at all to stop none AT commandos shooting at tanks when cammoed without having to toggle hold fire? Hell even none AT infantry full stop to stop shooting at tanks would be better or is that also, not possible? |
That explains a lot... I had the same issue |
you have a great cognition for noticing this 3 1/2 years after the release.
Probably has something to do with the influx of bunker spam, just saying. |
Don't know, It's well beyond the arc that's all that matters. |
Wait so you just have to click to build it then cancel its building and you get free FREE nade tech? |