Shotblockers shouldn't be a requirement for the mortar pit to be viable, and you can always just smoke the vickers/garrison if you want to walk a flamer up to it.
As for "every sniper has ability on vet 1" - I'd point out that every sniper has its own particular niche. The soviet sniper has 2 men, making it better in sniping duels, the ost sniper is just plain better at anti inf due to a high rate of fire and the british sniper's niche was supposed to be anti-vehicle capability. In practice though, the damage from the sniper isn't overly impressive (off hand it will take 4 long reload shots to kill a kubel), so the niche was basically being the brits only reliable vehicle snare. Even then only on light vehicles since anything with armour gets a temporary stun/turret lock instead.
So, with that locked behind a vet wall, what do you get instead? A one man sniper team that's worse than the ost sniper against inf who can do slight damage to vehicles.
It gets even better when you look at vet. The ost sniper gets the explosive round, which is an amazing anti inf tool. Both the soviet and ost snipers also get rate of fire increases, making them even better against inf. The brits sniper by comparison gets increased sight (which is good) and increased penetration/damage, which continues to be mostly negligible late game. |
Well written, and I agree with all of the points if not some of the specifics.
To those saying the sniper shouldn't counter a light vehicle - well what do you think an AT rifle is meant to bloody well do?
Quoting relic, the reason for the change was given as:
"We are adjusting the British Sniper’s veterancy ability and weapon to allow more counter play with light recon vehicles."
Does that mean the grenadier's panzerfaust will also be moved to T1? After all the british "sniper counter" is the bren carrier, which is rendered useless in that role due to lack of health and maneuverability. Somehow I doubt anything like this will ever be done.
Really, the main effect of critical shot on the 222 was to mitigate the effectiveness of one of the ostheer sniper counters. They had plenty of other counters to work with, arguably more so than the brits have to work with against the ost sniper. |
So if they're removing the OKW fuel penalty, are they going to make the flak HQ any easier to kill? After all they won't need such a potent method to hold territory.
Can't say I like the brit changes, especially the sniper change. If an anti-vehicle sniper is rubbish against light vehicles what use is he? Nerfs all round and nary a buff to any of the weak or underused stuff. The valentine at 6cp will likely still be a joke. |
I find the problem is that even at max range the ISG is incredibly accurate. Couple that with the med truck and you're guaranteed to win indirect fights with almost anything and the flak truck means being flanked is rarely a worry. |
Concentrated fire (special weapons) IS NOT Concentration barrage (artillery commander). It wasn't in the patch notes and was probably changed by mistake (I hope, since it renders the commander effectively useless).
If it was deliberate it removed one of very few options for dealing with the scourge of the ISG. |
Don't think its been mentioned, but if okw loses resource penalties then the flak HQ has to go. Or at least be toned down severely. Otherwise you'd just lock down huge sections of map and be done with it. |
The launch MG42 being an absolute beast.
Faceplates that got added flair/stars with level up.
The Ju-87 inf strafe that both pinned and murdered inf - in the commander with the opel blitz truck that helped teammates. |
The UC is a tricky one to get right.
My biggest issue with it is that, like many british units, it has to do too much. It has to fill the anti MG, anti building and anti sniper roles with not much health to do it. It's soft countered by grens and okw will have a shreck or raketen to deal with it fairly early.
Where I do think it could use a buff is its maneuverability, especially rotation rate. If I want to use it to hunt a sniper for example, I'd have to go around the grens and try and nab the sniper that way - except by the time the thing has negotiated every small bump in the road and turned to the sniper, it's long gone.
At base I don't have too much issues with the damage, just that it can be removed from the field a bit easily considering it can't be repaired until later or vet 1.
The vickers I want to like. In principle it should help sniper hunting. Perhaps it's just me, but it seems to fire in really short bursts? Maybe its intended but it feels a bit awkward/buggy to me.
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i cant see whats wrong with them. if you compare them to other factions emplacements they are fine. and nobody wants sim city were you can go afk and make some coffee come back and you still got your mapcontrol. well placed emplacements are still strong and fullfill their role 100%
Oh but I do compare them to other factions emplacements - I compare them to the Flak HQ.
Brits emplacements are only as strong as your opponent lets them be. I'd go into more detail, but it's a topic for another thread. Either way sappers need to be able to repair them at a rate fast enough to make them viable. |
Nail in the coffin refers to brit emplacements specifically.
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