Thread: Comet31 Jan 2018, 14:47 PM
In team games you are not supposed to ignore your FFs for anything, what the conet does is grant you a replacment for your cromwell that is cheap enough due to resourse inflation to make up for it. You have a premium medium tank, not a something to replace specialized units.
Its like having a nondoc t34/85. Youll still need an su76/85 unless you wolfpack like 3/4 of them
It certainly seems that way and you presented with the question, do you get a Comet or more Fireflies and IS to screen? If you have loads of excess resources and available pop cap, then a Comet would make sense but I rarely have either if you investing in FF's and trying to keep your IS alive.
This begs the question what role is the Comet supposed fill if its just a "I might get one, if I have more resources than I know what to do with" and not a unit that has an actual impact. Just a premium medium will not help against the axis armour tidal wave. Better off forgetting about it and getting something that will make a difference.
The Comet could well disappear from the unit roster and the Brits will be no worse off (team games at least) it seems.
I may not be using it right and I will continue to try using the unit in different ways but right now I don't care much for the Comet. |
Thread: Comet31 Jan 2018, 10:04 AM
Tried using comets (multiple) in team games, these last few days but they just can't hold a candle to axis heavy armour.
Their survivability is nice but just like the Churchill, they don't end up dealing enough damage to really hurt the enemy and instead start feeding vet. Vetted comet isn't worth much which just makes the problem even worse and by the end game you are grossly out matched.
Far better to instead invest in fireflies and get them vetted if you want to stand a chance against axis armour build up. Mulit-role Comets might be great for smaller game modes but I don't see them having an effective role in the team modes where play tends to be more specialized.
Perhaps someone has a replay where comets are effectively used in team games? |
Hi All,
As the topic states, I'm interested to find how other folks playing UKF deal with whole spectrum of axis indirect firepower, specifically in team games.
A good number games played recently ended up as ugly arty slug fests where I basically spend all match dodging indirect fire all the time. It starts with the very first encounters where the wher plyer gets a mortar as his second unit (the standard meta, especially for certain maps), later come the Leig's, then the rocket arty, then the fixed arty. It's just raining arty, non-stop.
So what can brits do to deal with this? I'm not talking about whether the situation is balanced, just wondering what other people have come up with.
Lets assume that the other side is competent and knows how to defend their arty positions with HMGs, paks, mines and forward reinforce.
Stock Options
Mortar pits are quite infective against a dedicated indirect spammer, by the time you get your pit up is badly out numbered by other mortars. They seem to have a huge bullseye painted on them as soon as they discovered and the axis stop at nothing to get rid of it.
Arty flares Does an okay job at forcing axis off a small position but the red marker and long time between flare and first shell arriving gives them more than enough time to pack up and move slightly further back. Also ever present MG42's means its really hard to get the flares where they need to go before your IS are pinned. Normally you would use smoke to get close, but you can't smoke cause you can't get a mortar pit up.
Going anvil and getting air burst rounds help, but doesn't get around the fact that an IS has to get the flare into place.
Reacon
A huge problem with any off map arty options is the massive lack of reacon abilities available to commanders. There is no stock option for reacon and no commander options to reacon specific areas, only stuff that is gimmicky and expensive. If you have a commander with an off map arty, then you don't have access to any reacon abilities. So you can't spot the arty that are wrecking your position so you can never retaliate with off map - am I missing something here?
Are UKF supposed to rely on other allied factions for reacon options or are you supposed suicide a vehicle to try spot or something else? I'm genuinely at a loss in this regard.
Assuming you can spot, what are the best call downs / units to use against indirect types, ie mortars/Leigs; rocket arty and fixed arty? Ideally one needs to destroy the arty piece out right, as your efforts are for naught if the piece can easily re-crewed.
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Thread: Comet26 Jan 2018, 08:10 AM
I've not had a great deal of success with comets in team games lately so I just avoid getting it - its too expensive for its middle road performance. Similarly I also don't bother with the Churchill as I don't know what its supposed to do that other units can't do better.
While the stats of the unit seem reasonable, the timing, cost and vet are unattractive. The WP shell requires vet 1 and the short range means you need to expose yourself. Vet 3 comet only give movement bonuses and auto grenade toss, nothing to improving its offensive ability.
I do often choose hammer tactics for war speed and that beautiful gammon bomb but the comet I only really get if I have tons of resources and I'm not sure what the enemy is planning.
Its works alright if you can get a few of them on the field, but single comet won't get much done, maybe bully an axis P4 or give a volks squad pause for thought, naught else.
Maybe I've not been using it right but I do have more success with purpose built units like the centaur and firefly. |
Just some feedback after performing a few tests using the flame mortar ability and command vehicle.
Flame Mortar
Several surprising features about the ability that I was not aware about.
- The bulk of the damage comes from the mortar impact rather than the DOT. Impact damage is significant while DOT is quite low and full health squads can easily walk through the flames without suffering to much.
- Can destroy light vehicles, like werfers and half tracks. Useful if the enemy is not paying attention.
- Reliably decrews arty and pak43 positions - makes it good for dealing with arty spam in team games.
- Rounds fall on in fairly concentrated area.
- Very good at burning down houses, does so quickly.
- Time between ability call down and rounds arriving is ~7 sec, so the other has more than enough time to respond.
Command Vehicle
Tried testing the command vehicle usefulness with infantry but RNG heavy nature of inf. combat produced varying results, so the impact of the aura is not so apparent. Does make an noticeable difference to 6pdr guns and vickers however.
For vehicles, the aura effect is clear cut, particularly for rate of fire. The biggest winners would be lots of mediums rather than a few Brit heavies I think. This will allow one to mix up the strategies a bit.
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My 2 cents on the reworked Engineer Doctrine, as I have been using it a lot in team games recently.
The motivation behind using the commander is mostly orientated around the AVRE as a reliable way to get rid of OKW blobs. Either by scaring them off or wiping those careless enough to blob and stick around long enough to take a dustbin to the face.
Overall I find I use all the commanders abilities but the commander does feeler weaker than previous iterations.
Command Vehicle
Nice that its no longer slow and can keep up with the army advance. Its difficult to gauge its impact in the choas of a teams battles but a few cheat mod test rounds should clear it up.
Stand Fast
By no means OP and does the job of repairing your emplacements. I would say good as is.
Vehicle Repair
Older version was more cost effective but less flexible. Useful but I find I end up burning up my munitions if the game devolves into a heavy tank slug fest. The nerf to sapper/heavy sapper repair speed is really felt in the late game.
Flame Mortar
Works well enough as an area denial tool but thats all. Not actually witnessed it killing models, so its just a don't stand here ability, nothing that will rock either sides world. Would like to test further.
AVRE
The nerf to health is the most noticeable change which make it a risky unit to use. Its increased armour bounces a few more shots but it doesn't help at all against the Kraut heavies which are prominent in team games. Used to be able to rely on the health to get it in and out again but now it can easily die before it can even fire. This has turned it into an ambush unit rather than a spearhead break though unit, I find. Snares are particularly dangerous as you relying on speed and every Jerry and their dog has a faust these days.
Even though the AVRE is weaker now I still use it to keep those OKW bonsi blobs at bay, though I'm not convinced that its cost effective or the best solution. Still better than the nerfed croc I think.
Overall the commander is middle ground okay, not cheesy or OP or overly underwhelming. |
No I didn't, I purposedly did not even look at any vet stuff because I'm sure not gonna comb through 200+ squad files to check for things like this, for free.
LEIG has a *1.25 SQUAD speed modifier that is being applied to each ENTITY so it's actually a 305% speed modifier. Cute.
Looking forward to the comic youtube videos about this... |
The big problem with the Churchill is that a damage sponge is not actually useful and not going to win any engagements for you, something which is especially true against good players. Ability to deal damage is always more important than the ability to take damage.
Vet feeding aside, it currently just has no impact on the battlefield because it does not pose much of a threat to anything that the Axis field in the late game. It does not do anything special that can't be achieved with other units which perform those tasks more efficiently.
Thus, even if it the vet feeding issue were solved it would still serve little purpose and is completely out shined by the Comet and the Churchill variants interms of impact. The Churchill would still need a little bit more to make it as equally attractive as its late game peers.
As I mentioned in a previous post, I would like to see the Churchill become more threatening to AV blobs by either improving is AI, or by boosting the frontal armour. It would however, still be a rather bland unit.
So here are some other options which I'm gonna toss to the wind:
- Give it a special ability like CoH1's tank shock to suppress blobs
- Give a mine plow to allow it spearhead for other units.
- Give a blitz ability to help it briefly overcome it slow speed and flank or get out of trouble.
- Allow it to also fire smoke shells, giving it some much needed utility.
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If Churchill is getting any sort of buff, it needs to have the Grenade ability removed. It's such a stupid ability that allows the Churchill to consistently one shot Raketens and to a lesser extent Paks, which are supposed to be counters to the unit.
The nuke grenade ability was nerfed after the last patch to be a slightly better version of the standard riflemen grenade so its shouldn't wipe squads which such regular ease. I have not personally tested it as I've not seen any reason at all to get a Churchill over the slightly improved Comet.
Lowering the vet provided from hitting a chunchill is a good suggestion as it tackles a non-obivous problem. Btw does the tank commander upgrade reduce the amount of vet a received from hitting a comet or cromwell, or am I mistaken?
I would personally like to see the Churchill get improved frontal armour or have its main gun accuracy improved to make it more threatening to AV blobs.
Currently, with the nuka grenade gone, the only useful role it serves is to just take hits. It is just not good at any thing else, very much like the KV-1 - which is a bit sad for such an iconic tank. |
Thats some excellent advice on the some of the less known terrors of the axis late game.
I have only rarely encountered the command panther and P4 working together and every time has been a total nightmare. Powerful combination of buffs to powerful tanks really do stack the odds against the Allies and its usually only the good axis players who do this.
To be honest I don't know what to do in such situations and usually resort to desperation tactics like attacking the base sector directly.
I've not seen a discussion topic about how to counter the command P4 and Panther combo so I've yet to discover sage adivce on what options are available (other than what you mentioned). |