retreat just because you threw some red smoke at him. use it as a "area denial" tool, because that's all it is. enemy has to move or risk getting actually hit (the damage of the shells is actually pretty decent, it's just the initial delay and delay inbetween shells thats a bit too high).
except it doesnt work as area denial tool anymore, now that axis figured out that it does 0 damage. Do you even play brits yourself or pull your arguments out of your ass?
"it does decent damage" LMAO |
first off: sniper isn't a "real" house clearing option since he misses at least 50% of the time. mortar works, but is somewhat unreliable in that you might get 2-3 models in one shot, or not kill any for like 5 shots straight. flamers work, but you suggest flame ht... t2 unit that costs 120 mun to upgrade, not even speaking about the mp and fuel costs. imho pio flames are the cheapest and most reliable way to clear houses. and i do think brits somewhat lack that, since they pretty much only have the wasp here.
apart from that... what does ostheer (non doctrinal stuff) have to deal with the croc for example? paks get oneshot by flames. Panthers are the only thing that even comes close to standing a chance, but in a 1v1 croc still usually wins because of higher HP. while i still believe that croc is too strong, i don't think it's because of the armor or the (still super high) hp, i think it's because the flames kill too quickly from too far away. paks are not a counter to the croc because of it... and they should be.
and again: if your enemy bunkers down in some part of the map, he's setting you up to win already, because you just cap everything else and try holding it till late game, where all your units are better.
or just give the brits mobile mortars... and ostheer gets commandos, usf gets kingtiger, okw can build all units out of all structures.... and so on.
as for brit commanders: some of them are pretty useless, which is in part due to the fact that the p2w commanders are so strong that they drown out the competition. once those p2w commanders have been brought into line (after relic brought in enough money with them), i think the other commanders will get buffs. until then you either buy those commanders and enjoy your free win if you make it to late game, or you're better off trying to play team games and hoping one of your mates is a brit with p2w commanders. (and i think THIS is were the design is fail: some commanders make the brits so retardedly strong that they're basically unbeatable late, while others make them so retardedly weak that they're almost auto-loss, not the lack of mobile mortar/viable artillery)
Can someone who is longer in this community tell me if this guy is trolling?
are you really that deluded to argue against community consent that brits have issues with defensive enemies who use arty atm? Especially OKW ISG Spam?
Do you actually play the damn game? Or are you are an axis fanboy?
How does croc (a doctrine unit) has anything to do with brit lack of proper artillery? If you think it is fine due to "assymetrical balance", then this unit should be made a stock unit
Do you really believe it is good game design that I am forced to go for a croc commander as brit vs OKW ISG spammers? Wow...
All your solutions that you proposed are total bullshit.
Pls go play 2x brit vs 2x OKW on a map like kharkov with both going 2x ISG behind 3x shrek volks and schwerer HQ and try to counter this. You know what it is like atm? You are right, surviving till croc, thats the only way to go atm.
Hell even tutrtling OH with reinforce bunkers and mortars will pose you problems. Dont tell me its fine that a callin (be it commando - lol vs OKW, or Croc) is the only supposed counter vs those strats. |
brits don't have mobile mortars, usf and okw dont have snipers, ostheer doesnt have green cover or elite infantry (that is not behind a paywall). you can cry for "balance" all you want, but in the end, if mobile indirect fire like mortars are introduced to brits, something else has to go.
and you have multiple options to take out entreched enemies: air supremacy, croc (or churchills in general) commando drops, comet/firefly spam... you name it. all of the brits late game units are multiple times more (manpower) efficient than the units of the other factions. if the enemy tries to turtle early you've pretty much already won.
why does has anything to go for a proper, reliable artillery unit? You dont even have to include new units, just make 25 pdr useful.
I dont get this logic of "USF doesnt have snipers, so brits dont need mobile mortar". Unlike USF brits are way better designed and allow for choices, whereas USF has a very binary gameplay. But still USF doesnt have issue in the artillery department, which brits have atm.
Just because it is like that now, doesnt mean this is the right design direction. USF still lacks a way to deal with MGs in T0 on small maps with garrisons. What you are implying is that this is fine because USF has a different strenght somewhere else, unrelated to the problem, e.g. vehicle crews.
Sorry but this is retarded game design approach. Every faction should have the tools to deal with any possible situation, without forcing you to deal with it in a single possible way. THis is why Wehr is great: you can deal with garrissons with a sniper or a mortar or flanking or teching to t2 flame HT. YOu have choices and this is great. Whereas as USF you have to research nades and flank - thats it.
And dont argument this shit with "assymetrical balance" - if one faction has ALL the tools to deal with something in different manners and you have a faction with only 1 counter to something, especially hidden behind a commander choice, which is super predictable - this isnt assymetrical balance, this is bullshit. Plain and simple.
Again: all what you said about how to counter an OKW defensive line is also possible as soviets. But you can also go the other way and just katyusha the shit out of it, and punish this strat very hard. Brits dont have this OPTION and this is my main gripe here. |
If axis build 6 of them in team games why don't you just overrun them. They're 330 manpower each. Where are your forces? All blobbed up getting suppressed from one shot?
OKW floats MP, its not like they sacrifice their army composition for that. I can have 2x IEG behind schwerer HQ, covered 3 shreck volks in 10 min. Try to counter this with a simple frontal assault. |
every matchup plays out differently. us has to make due without snipers, ostheer has to make due without a t0/t1 vehicle or reliable early AT, us has to make due without super heavy tanks, okw has to specialise for AT or AI...
and brits have to make due without mobile indirect fire (for the most part).
brit base arty is not supposed to replace that. that arty is there to make the enemy move from whereever he is entrenched at the moment. it WON'T force the enemy to retreat outright, but it WILL force them to move.
just like every other faction has weaknesses. for brits its early game.
aha, so brits are "supposed" not to have good mobile arty for the sake of it? flawless balance approach you have. Let us make world in conflict out of 2v2, 3v3 and 4v4 mb, where you have to pick soviet if you want good arty as allies? You should be lead game designer at lelic dude.
Again please answer my question how to counter entrenched enemies in 2v2+ with a brit only team |
- Problem2x ISG has became a nightmare for anyone playing as brits these days. The 2 rather cheap arties render all brits emplacements useless and also wipe IS and pin and wipe HMGs.
- Solution #1: Increase the cost to 500MP and reduce the penetration value from 80 down to 25 and lower the range to 70. or;
- Solution #2: Remove the pinning effect and reduce the penetration value from 80 down to 25 and lower the range to 70.
Its range needs to be much shorter than what it currently is.
Right description of a problem, wrong proposed solution IMO. Improve brit artillery counterplay instead of nerfing ISG is the right way in my opinion. |
@cr4wler: what type of flawed logic is this? So you are basically saying "hurr, brits have good late game tanks, so they dont need good arty, this is a soviet thing"? Really? What is your magical counter to heavily defended positions? Churchill croc rush against the pak wall?
How many games did you play as british? Pls play some teamgames vs ISG spam or 3v3 with Ost new Panzerwerfer and come back to this thread and tell us how brits DONT need good artillery. Please tell me again how you can counter panzerwerfe with the mortar pit
The way you describe the 25 pdr as "Rather ineffective" is nowhere near how the unit performs in reality. its more like "Nowhere near effective", it does absolutely nothing.
Who cares if those guns are free if they do not do any job at all? They are useless for damaging defensive positions and also useless for area denial, mainly due to abysmal damage and huge scatter.
I would pay for 25pdr anyday, ressources and pop if you will, if it would even remotely mirror a useful arty unit, which it does not.
And dont tell me you have to leave it as it is because it is a base unit. Noone requested it to be a base unit, I would happiliy build it outside my base with RE for a cost, if it was useful. |
How about you have an checkbox "Coldtech Enabled?" in the automatch menu. I liked blizzards and freezing, but deep snow is hell.
I think this is a neat Idea but suspect that the critics might object that can have an effect on ranking, if the cold tech is still imba.
So far bottom line of most negative answers in this thread is: "this is RNG and imba, shouldnt be in automatch"
And I agree with that but that is not the answer to my question which was, IF it is reworked properly to not have RNG at all and remove freeze mechanic - would it really be an issue? Imo it would add an additional tactical layer where you have to look out for footprints and listen to engine sound, due to small LOS. |
while i do agree that the british base arty is a bit underwhelming, i think it shouldn't be strong since it both non doctrinal and pretty much indestrucable. iirc it's pretty cheap too.
now as to why i think the indirect fire options of the ukf aren't as bad as brit players make them out to be:
1. doctrinal arty: you have offmap arty and onmap callin arty already.
2. mortar pits: if you want to play defensive with emplacements, you can get mortar pits which do a pretty decent job. brace nerf made them actually destructable, and not every faction/commander does have a ISG/Mortar HT available to them.
3. you didnt go for emplacements? great, that means you chose the offensive tree, why would you want indirect fire in the first place then? you are running around, capping the map, fighting favorable engagements, avoiding unfavorable ones. enemy dug in in front of his base, trying to cling on to like 1/4 or 1/3 of the map? now even the inaccurate arty becomes a whole lot better AND you already have most of the map anyway... you can just defend what you have and wait for late game, where you will crush pretty much everything he can throw at you.
every faction plays differently, thats why almost every person has a preference for one over another. If you try playing another factions using the same tactics despite them functioning completely different... maybe you deserve to lose a few games. how about you try playing what you think is so OP against brits and start crushing opponents if it is that easy? there's two possible outcomes: a) you crush everyone because what claimed is OP really is OP and you become the best there ever lived yadda yadda or b) you get beaten.
if b) happens, you now have a blueprint to beat what you were facing all along and claimed was so OP.
1. Every other faction has some sort of stock, mobile, artillery UNIT. I dont see why this shouldnt be the case with brits
2. you said it yourself. Only "viable" if you plan to dig in and even then it is easily countered by enemy artillery because you cannot reposition it.
3. This is soviet tech tree discussion all over again. The changes to their tech tree cheese were made for a reason. You either have artillery and anti tank or light vehicles and tanks, not both?
This is terrible design. Just because I want to play agressively doesnt mean that I shouldnt have the tools to deal with defensive enemies.
You cannot run over an OKW defensive line with brute force tank and infantry rushes, not against potent enemies and it certainly should NOT be the only viable tactic vs defensive enemies. Brits need arty to deal with it plain and simple |
Barton played the Brits all the way up to Round 6, beating some very competent players. I'd be interested in watching the vods, if anyone casted them, for that reason.
didnt see the games but I cant imagine that arty was even remotely involved into defeating his enemies.
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