I have a feeling that this is an l2adapt issue. Has anyone tried to use MORE than 1 mg-42 or, perhaps, a Panzerwerfer? If the brainless USF players are as stupid as you describe them, they won't handle some proper counters and positioning...
I just feel that whenever something requires more than a single MG, tank destroyer (or really any unit) to counter it, the stream of salty tears starts, and no one tries to think "how do I counter it?", everybody is just whining nonstop (ofc that applies to alliedboys too). Most balance problems are not even an issue in lower levels of play, they are just excuses for losing. |
I'd love to see the cover bonus to be an actual bonus instead of a penalty because as it stands piats on infantry sections are useless. Reducing DPS out of cover and increasing DPS in cover (right now the difference is almost unnoticeable) would go long ways to restrict blobbing. And of course remove double LMGs, but make brens and m1919s actually cost-effective. |
it's not enough in the late game. Late game in dmg output is just so high that a group of lmgs will wipe out an MG before getting pinned.
No they won't if you start firing at max range. Then they will have to crawl to it and try to kill it with very low dps. |
Suppression reduces dps to 6.25% of the original. Already extremely punishing, you just need to spot for the MGs so that the enemy is suppressed before they even see the MG. |
it survives 2 at nades with literally 1hp. do you need to spend 60 fuel to tech to the carrier? dont have britz
AT nade and faust = 100 dmg.
222 is 240 HP.
UC is 200 HP.
What I'm proposing is merely buffing UC health level to 240 so that it survives 2 fausts with literally 1 hp too. Teching costs are not relevant because the vehicles' timings and purposes are different, but their survivability levels should be alike (if you actually weren't being sarcastic, no, UC is in the main building). |
shoot mg, 3 models left, mg packs up mg and set up to face sniper, sniper walks out of range, now you can freely close in with a infantry squad, mg will be forced to pack up again and face infatry squad, you can shoot with sniper again, 2 models left. at this point he needs to make a decision any further second staying can be a wipe. this takes time of 2 sniper shoots from far away, how long is the reload for the sniper? ~10 secs for both shoots? seems pretty fast for clearing a building from far away without taking any damage.
i regularly use sniper to clean garrison as ost when its a small model squad.
What I mean is that the sniper's intended role is not garrison countering and it shouldn't be one, regardless of how well it performs before the inevitable nerf. |
I dont know what people expect from the UC. OF COURSE it dies to 2AT shots, it is a light vehicle! a light vehicle only designed to SUPPORT your Infantry squad, not act alone and rambo everything. Sometimes people criticise the game as it doesnt fit their vision. The only thing i have to say about this is that Tenid seems right about the lack of agility of the thing. Think of it as a UK kubelwagen.
222 is the same and yet doesn't die to 2 AT nades and has much better mobility. |
It has 10 front armor. The 222 has 9 front armor, but 240 HP. |
So the 210-manpower 15-fuel (just like the 222) combat vehicle that also happens to be the only flamer of UKF... moves slower than a Panzer 4 and always dies to 2 fausts. This results in it being vulnerable even to lone gren squads that just shoot the faust, chase the turtle UC and faust it again (even more vulnerable with wasp because it reduces dps when shooting at open cover). This combined with the considerable faust range makes threatening gren squads essentially impossible. Solution: increase HP to 240 (same as 222). Leaves it vulnerable to double grens since rifles will eventually kill the 40 hp and encourages health conservation. Alternatively, increase the movement speed.
Another thing is the Vickers K upgrade which is plainly not worth it. The suppression has mediocre range and the dps increase is not even noticeable. Solution: increase dps to double the stock Bren gun's or increase suppression range (to something like 40 or 45). |
thanks for the numbers!
hmm i thought ive read some patchnotes mentioning fixing the brit sniper bug, but hey means no brit can ever say they dont have a garrison cleaning tool, they got the best considering the squadsize of axis.
I still wouldn't consider the sniper a good counter to garrison because it is very risky to repeayedly poke at troops inside buildings (especially MGs). |