The first and foremost problem with EFA Engineer units is that their veterancy requirements are (much) higher than Rear Echelons.
If they could reach vet 2 easier with their current performance, it wouldn't be important if they don't scale in combat. You want to avoid combat with them in any case, except if they have flamethrowers. |
I don't remember everyone who played Brits in the tournament, but those I do remember, namely Kimbo, Seeking and Noggano, were more like parttime section abusers than serious UKF players.
I hope in the next tournament we see players like Aimstrong, HelpingHans and Ashablois come up with more creative army compositions for UKF, perhaps with inclusion of the officer. |
I know if opponent uses the sustained fire ability, the Maxim's AoE suppression can become nuts, like suppressing another squad half a screen apart, otherwise the larger radius is not really noticable. |
Or you can nerf all the mainlines by removing/nerfing sandbags from them, which will drastically improve the game as a whole.
A more simple way would be to greatly increase the time it costs for mainlines to make them, make it impossible to build them in capping circles or add a miniscule cost to them.
Cause if you'd just move all sandbags to engineer units, Sturmpioneers would become overburdened, Rifle Company and Infantry Company would turn to shit, Penals would get easy access to sandbags, among other things. |
Or one can simply nerf allied infatry.
I added it for you, altough you'd also likely have to reduce the effectiveness of Osttruppen, Assault Grenadiers and 5 men Grens then. |
The problem is that Grens lack the momentum of Assault Grenadiers and Osttruppen. They'Il do just fine holding one section of the map with support of the MG42, but many Wehrmacht players feel the need to push for an early advantage. With Grens you're giving your opponent the initiative to attack you and if he succeeds, you'Il have a hard time coming back against walls of sandbags, dozens of mines and 1-2 early shock vehicles.
With Grens it's harder to afford Pgrens and T2 units because of the high reinforcement cost of Grens and the cost of T1. You'Il have less Tellers because they need weapon upgrades in the mid game to trade efficiently. You'Il field slower giving your opponent a positional advantage. You'Il bleed harder to mines and sandbags.
With the OP Tiger of previous patch as pay-off, Gren builds were worth it if you were a good positional player and were patient enough to not go on the offensive until you forced some retreats. Now there's little reason to play so conservatively, the nerfed Tiger isn't worth the wait anymore, buffed P4's, Paks and T4 will do just fine in the late game. You should be exploiting Wehrmacht's very powerful T2 phase while you can, which Assault Grenadiers and Osttruppen are much more suited for. Of course 5 men Gren builds are also really powerful in a different way.
If Grens receive any buffs, I think it should address one of the early weaknesses I mentioned in comparison to Assault Grenadiers and Osttruppen, while not seriously affecting their lategame performance or their performance in team games. Here are some ideas:
- Allow them to make barbed wire to deny sandbags of Allied mainlines.
- Partially move the RA reduction from vet 3 to vet 1.
- Reduce the cost of their LMG's from 60 munitions to 50 munitions.
- Reduce the cost of T1 from 80 manpower to 40 manpower.
- Make their reinforcement cost 28mp and unaffected by the T4 bonus.
- Make bunkers 50mp and move 100mp cost to the upgrades so Grens have an early cover option that's not as spammable as sandbags (Elchino's idea)
- Reduce their buildtime by 10 seconds.
1 or 2 of these buffs would help Grens allot, alternatively reduce the effectiveness of other mainlines. |
You can still wire off sandbags, but it takes some more effort:
- You can place wire 2-deep while making sure they're far enough apart to not provide cover, while also making sure the enemy can't slip through the gaps and your units don't get trapped.
- You can place a single vertical wire if you're stretched for time. This will deny some of the cover spots and make it easier to flank. It doesn't carry as many any of the risks as 2-deep wire and you can always follow-up with more vertical wires later on to fully deny the cover |
It's the same with USF strafe run. The damage can be obscene but it doesn't track so it's more like a bullet based bombing run.
It does track, but it has other caveats:
- The strafing area is a short horizontal rectangle instead of the long vertical rectangle you see when ordering it.
- Damage gets spread out between each squad in the strafing area. A single squad will likely get nuked, 2 squads get like 50% HP damage, etc. This kinda proves it tracks.
If you know how to use it, it can be a quite reliable hard to dodge wipe on single squads or team weapons. |
It makes vehicle gameplay more interesting to watch, requires skill to pull off and it's also a trade-off between doing manpower damage and exposing your vehicle.
It's not the same as some bug abuse that's still left in CoH1 for example, such as:
- Spamming unfinished ghost tank traps to disrupt vehicle pathing
- Refacing a Pak38 so it skips its reload time and shoots like 50% faster.
- Units that keep sprinting after having retreated to the British Captain.
- Making a sandbag after a capwalk so all the squad models teleport to the same location (capwalk itself is also questionable and got fixed in CoH2) |
Flame halftrack does it much much faster than normal flamethrower, try that. |