WtF is this doin in a strategy desk is beyond me.
Also, wehr already is quite hard to play, assuming u dont abuse all of their broken BS like double mortar or the turbo-sniper. |
Building clearing has been a nightmare for Brits, since ever, so the WP nade would make sense.
But i dont think that the Tommies grenade doesnt fit their playstyle, since its meant to be used defensively. When a squad is trying to get up close, they can toss it under their own feet. |
BTW removing smoke from Major, would make the prank artillery/ fake red smoke kinda irrelevant |
(or, how to have the most variety of tech artillery in the game and still lose the tech artillery war)
major: way too obvious and slow to actually hit anything. Maybe the shell deal decent damage but any competent player can move out of the way.
Remove the signal smoke
M8 Scott: Good fire-support with its auto-fire, but the barrage recharge too slow for what is basically a glorified mortar barrage. (75s)
increase the number of shell and/or decrease the recharge time on the barrage. The duration of the barrage and its recharge time should sync up like the mortar barrage.
Pack Howitzer: the shell pack a punch, but is plagued by the similar barrage problem as the m8 scott. It's also hard to keep this unit alive due to the lack of gun shield.
Need to be able to retreat. It's actually more fragile than it appear, as the gun require a 3 men crew. Combined with the lack of gun shield mean the crew is likely to get stun-lock after losing 1 of its operating crew. There's also other possible tweak but this is the main one.
81mm mortar: basically a 60mm mortar masquerading as a 81mm mortar. extremely fast fire rate but short range. Excellent in the early game but the range become a liability later on as you're going to get counter barraged to oblivion.
remove it and give the rifleman ability to throw smoke similar to the shock troops. The rifleman with smoke was good enough to provide the USF with one of the best early game and they didn't need early game mortar. The only way they could fit a mortar into the USF early game is to make the mortar weak and nerf the rifleman (no more smoke).
The m8 provide mobile firepower. The major call in barrage on entrenched position. Pack howitzer is a combination of the 120mm mortar and leig. the 81mm mortar is unnecessary given the USF early game and there's already three other artillery piece late game.
Off-map without a smoke is a big no-no.
I agree with Scott and Howitzer, though Scott barrage is irrelevant anyway, given how good auto-fire is
I dont really agree with the mortar, low range vs fast fire rate and accuracy is a decent balancing design and it dont hurt to have a more accurate alternative to the pack-howie |
I guess with some price tweaks, it could be salvagable in 1vs1 and 2vs2. Cut down REs reinforce cost to 20 (25 is just plain ridiculous), Ambulance from 250MP to 200MP, also lower side-tech MP costs and some vehicle MP costs (WTF is the M20s one), also the Pack Howie cost and the 50.cal to 260MP |
Thread: 22222 Apr 2018, 10:00 AM
It´s kind of rediculous that M20 will remain at 320 MP while 222 will cost 200MP...How is that fair?
...Its not too late, these changes are not final |
Some of the changes are really great, others arent.
The Hull down, AT Infantry sections, capping of normal IS and Bren carrier nerfs should all be reverted, having no reason nor justification at all (especially the hulldown and wasp nerfs are ridiculous, since hulldown is basicalyy never used, while wasp already strugles to defeat Vet0 MG in a house), only the Bren fuel cost in excange for manpower makes sense.
Also, the panthers accuracy buff is really needed (Puma should also get one btw), but the Armor for health excange is BS. Right now, it has a well designed role of countering T34s, Shermans and Cromwells, while being countered by TDs. With this change, it just gets better against the TDs that are meant to counter it, while being more vulnerable to spammed mainline tanks, that it was meant to deal with.
Another good change to implement would be, making green covered squads immune to suppression, similarly to garrisons. Now that counters to MGs are nerfed... |
Thread: 22220 Apr 2018, 19:49 PM
This buff is certainly gonna be problematic, but it deserves something.
Maybe there should be a free unlock for it in T2 that would cost nothing but take quite some time to research, because if the change goes live, its gonna hit the field long before any counters have a chance to arrive.
Brits being ridiculously defenseles against LVs, assuming they dont get piats or the AT sections is a whole other problem |
Volks camping in green cover, volks approaching at once from multiple sides, fast tech to either medical HQ (where you get the maphack halftrack, at which point youll always know his positions in advance) or into the mech HQ, and bleed them with a luchs, followed by stuka for some wipes.
Also, given how terrible maxims suppression is, the good old crawling right up to him from the front and tossing a nade, will probably do well. |
I guess if the starting squad would be vet3 REs, it may close the gap without making REs too spamable.
BTW REs are now overpriced, especially the reinforce cost is ridiculous. |