Flamer range seems to be quite high for Brits.
Would be nice to know how fast one can get a Centurion out and if it matches a rushed Luchs.
Those Tulip rockets may be a skillshot, but that doesn't really justify their destructive power lol...
The glider doing a recon run, exposing himself unnecessarily long to the enemy eye and anti-air while not even scouting his own landing zone sucks big time, honestly. When I want a glider I want it now. Of course, I wouldn't really drop it on the only VP the enemy is holding as well...
Comet seems pretty solid.
High velocity projectiles look great.
Let's see if the MG upgrade obtainable for 60 muns is better than a BAR or not.
Overall, seems like Brits are getting punished for mistakes even harder than other factions. I'm ok with that. At least they sound and look fun to play.
For some reason I really, really like having a sniper and the AT gun in the same tier. |
Well whatever, enjoy your awesome LT that runs in open doors while your opponent fields vehicles. |
Like I have said before, increase the Ostheer squad sizes to 5 and improve the Soviet snipers so they are equal to Ostheer sniper. Keep the Ostheer squad's dps the same with 5 man as it was with 4, meaning a total dps of 4 men with the now 5 model count.
I hope they won't. I don't like everything being the same. People should be motivated to work around the differences between factions that make the CoH franchise what it is instead of having the same squad sizes, damage profiles and unit types no matter what faction you pick. Your balance idea is uncreative and wrong. |
I think you underestimate the firepower of the lt squad. Don't forget it also has a Thompson in the squad as well. There actually isn't an axis squad at the time frame it comes out that can tackle the lt squad head on, you need to rely on Mgs or multiple squads to take out an lt. Once lmgs come out you have a better chance, but a smart usf player wouldtry to establish munitions control with the lt so they don't get an opportunity to get lmgs.
Plus if you don't get any light vehicles in lt tier, you can get a captain out pretty fast, and if you REALLY need to deal with vehicles you can always give your RE bazookas after a 15 fuel unlock.
I stand by my point that it still gives you a larger window of vulnerability to vehicles and the slight AI advantage of the LT can never fully compensate for that. Plus it obviously raises your popcap which should be spent elsewhere.
I don't say the unit sucks, sometimes I find myself backteching for example, but considering you always have to expect a Luchs, Puma, AA Halftrack or 222 while only running around with infantry, skipping it is always the way to go. Especially if the enemy manages to decap your fuel at least once. |
I feel like its a crime to make an AT gun bad against a lightly armored car...
I could imagine if you go to a gun range and try to hit a car sized target with your AT gun you would miss the first shots as well. *g* And "bad" is the wrong word. If it hits, its an instakill. |
what is stopping you from going both captain and lieutenant
I'm not the one you asked, but I will just drop the assumption that in order to have some reliable AT in mid game, most people go, let's say, 4 rifles into Captain and then an AT gun. If you go LT first, there will definitely be a point in the game were a vehicle starts to annoy you while you don't have enough fuel to even get the Captain out. It's not a big window, but it sucks regardless. Plus, the LT is nothing else but a rifle squad with a BAR and adds absolutely nothing to the game aside from unlocking the support weapons and the M20, which is not useful against vehicles.
tl;dr LT delays your AT and is nothing but a rifle squad with a BAR |
Wow, Relic, really? That's why I don't preorder anything from Relic anymore.
Hysteria + lack of knowledge = internet |
Static artillery has always only been a snowball tool. When you are pressuring your opponent well and he really spends resources on an artillery, there is no way it will save him. But on the other hand, when your opponent has the game under control enough (either through mistakes you made, his superior micro or faction-specific timing windows) that he can afford artillery and still maintain said control, then it becomes really annoying. Everytime you have an engagement and both are forced to retreat, his artillery gives him the edge.
If you then also lack counters, it feels very frustrating. All of the above is of course magnified in team games, where the maps are bigger.
Artillery always comes with the drawback of lacking capping power or delaying tech. If it doesn't get punished by constant pressure you are in a bad spot once it get's going.
Removing it entirely is a very harsh reaction tho. I have no solutions. :B |
Don't forget that British flamers do more damage against units in cover and buildings, +50% for cover and +100% for buildings. The flames also linger, unlike other flamer's "flames" do.
Source? And all flamers already do extra damage to units in green cover I thought. |
Quoting entire walls of text only to respond with a one liner should be moderated more harshly. Peace. |