Brits are essentially worthless in 2v2 at least. Guess I'll just sit it out until they fix it.
This patch should have been delayed. |
After playing some brit 2v2 things feel pathetically one sided. OKW losing all their downsides but keeping their strengths intact was not a good idea. |
The total lack of change to the artillery commander (bar a paltry 2cp change on the valentine) is disappointing. It's like they did not want to buff anything british at all this patch.
What confuses me about the sexton, is that none of its in game weaknesses are reflected in reality. For example, the priest carried 69 rounds of ammunition - the sexton carried 112. Yet in game the sexton fires a 5 round barrage and the priest a 7 round barrage, both at the same rate with the same cooldown.
Likewise when it comes to range, the sexton had a better range than the priest! The 25 pdr gun it used could fire slightly further than the 105mm in the priest. More importantly the gun in the priest could only elevate to 35 degrees (in WW2) whereas the sexton could elevate to 40 degrees. Yet again in game the sexton has a pretty pathetic range compared to the priest!
I simply don't understand why they made the sexton so bad.
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I'd point out that while the mortar pit can take hits and continue to fire, any attempt to repair it under fire will result in a lot of dead engineers (unless you're using the doctrinal repair). I'd like to know what the penalty for royal engis repairing is, if anyone knows off hand. By contrast a mortar or ISG can be re-enforced while under fire, with the worst case scenario being decrewed and a loss of vet.
I really ought to start a "british nerf bingo". I think I've seen calls for everything other than the sexton and valentine to be nerfed at this point. |
Assuming that you're talking about "Artillery cover" in the Tactical Support Regiment commander...
I've tested it. It requires sight to fire. Having your tank shoot counts as giving sight. It isn't bugged.
Each arty shell only appears to do 60 damage to tanks but with a high chance of stun/critical. They aren't perfectly accurate but don't need to be to land a critical. With perfect sight it took 35-60s to kill a single stationary stug, variability due to where the shells land. The ability lasts 70s and costs 250 muni. |
Might not be the same issue, but there was a similar thread recently:
http://www.coh2.org/topic/44607/bug-causing-fog-of-war-to-not-display-properly
They seemed to get it working properly again, so maybe the same steps will help? |
"In other roles the Boys saw some use against bunkers, machine gun nests and light-skinned vehicles but was rapidly replaced in British and Commonwealth service by the U.S. .50 BMG calibre M2 Browning machine gun[8] as quantities of the latter weapon became available."
If anything I'm surprised the PIAT managed to hit the bunker. |
"sim city" is basically a straw man thrown out to cover simply not wanting brit emplacements to perform as they're meant to. Like it or not, emplacements are a significant part of british gameplay and will not be removed or replaced.
The OKW emplacements got special treatment due to the resource penalty. I wonder if that will change when the penalty is gone? The flak HQ has a bigger effect on most games than any other emplacement.
Would definitely support the 17pdr getting a pop cap reduction. It's good, but 20 pop cap is quite a lot. |
Just create an ad hominem forum instead and let all the rank arguing go on in there. |
There are a few things that bug me about emplacements - but I'm not entirely sure it's a problem with the emplacements themselves. My problem is that their counters are too effective, and the problem largely lies with the mortar pit.
Both of the other emplacements are good, but not necessary. Without a mortar pit you have no true indirect fire unless you get a sexton, and even then you don't have indirect fire. Once the ISG counters the mortar pit, it also rules out any use of the other emplacements along with causing significant infantry bleed and trouble for weapons teams. The mortar pit simply doesn't stand a chance in indirect fire fights since it can't move and is large enough that it can't be missed either.
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