You make a fair point. While this would have been a major problem in the live version, being able to pack up does reward those who can read the wind. That way it isn't as painful, even if you do lose the veterancy. Though it would be nice if Trenches themselves could be more resistant to that ability to at least maintain some kind of foothold.
In my defense though, I won't go beyond 30 Pop Cap towards emplacements in any given match. Beyond that and you are a sitting duck. I'd go with Mortar Pit first and later a Bofors or a 17 Pounder. Everything else in my defensive line is a mobile unit inside a trench or on the flanks. I don't consider it blobbing.
That being said, the Mortar Pit's auto-fire range decrease is going to make people build it closer to their other emplacements. My normal, idea layout involved placing the Mortar pit behind the Forward Supply Station, the 17 Pounder/Bofors on the outer limit of the aura facing the enemy and Trenches about 20 Range in front of that.
While I do still feel the armour increase is the way to go for both the Mortar Pit and 17 Pounder, I will look forward to testing your way first with the target sizes. That and re-test the Mortar Pit durability after the upgrade bugfix.
So far, I've only been playing Trois Ponts specifically to test how the new emplacements work in a worst-case map.
My experiences so far are:
- FRP aura removal makes it near impossible to build up a sim city.
- Garrison bonus is crucial; without it your emplacements aren't worth a damn. This means that the more emplacements you build, the more hoping-in-out you need to use them. e.g., an ungarrisoned 17 pounder is dead meat.
- Garrison bonus means that you now have to make sure that the garrison squads are healed up, won't die; that you can repair your emplacements, and that you also have enough force in the frontline to hold people from rushing in. The amount of micro required to get a sim city running will not be worth it.
- Emplacements are crappy if used as a first line of defence, but amazing if used as a second line of defence. Their goal is to provide a save haven to (soft)-retreat to, while you build up your main force.
- e.g., the goal of Bofors is not to hold back entire armies; it's to allow you to survive light vehicles, while covering your attacks with suppressive fire
- The goal of the mortar is to build it all the way back, so that it's barely in-range for a barrage. At the same time you can use it to cover your Tommies with smoke as they relocate/build sandbags
- With super-range ISG gone, there's literally no reason to bunch up your emplacements; you only have to build the mortar pit close enough to cover your frontline with a barrage; not any closer
- 17 pounder is bad; so don't build it. The long reload time would have been OK, if not for the long setup/teardown time (which we can't fix without introducing graphical glitches)
- You shouldn't worry about LeFH/zeroing arty any more than you need to worry about upgraded infiltration units
I would suggest removing sandbags and trenches from tommies or at least have the require T2 (same goes for all most mainline infantry).
Only units like the live conscripts should be able to built heavy cover.
Tommies require cover to function; especially in the late-game. If they don't require cover to do so, we'll make them. We just want to focus on fixing emplacements first.
So far, Infantry combat vs OKW works very fluidly, both ways. I haven't tested Brits vs OST much yet, so I can't say yet.
"Heavy Gammon bomb
- Cost to 45MU
- Damage now on par with Soviet satchel"
Price is too low since it more cost efficient than base line which is bundle grenade.
The baseline for the Heavy Gammon bomb is the satchel, towards which it has been normalized. Bundle grenades have a 40MU cost, a singificantly longer throw range, and a significantly shorter fuse time. If you are losing infantry models to satchels/heavy gammon bombs that's more down to negligence than anything else.
"WASP
- Cost/delay from 90MU/20 secs to 70MU/50 secs
- Now also reduces received experience by a factor of 0.5
- Increased number of dots from 1 to 2 per shot
- Garrison damage multiplier from 1.25 to 1"
Have vehicle flamer work as hand held and make DOT as an ability. That will help balance flamer vehicles.
WASP doesn't have a retreat button, unlike engineer squads. You can see one coming from a mile away, and 50 seconds of build-up time is more than enough to make preparations for it. Either get a raketenwerfer or plan to get a Vet1 MG.
"Heavy Sappers upgrade
We find that the trade-offs involved in the upgrade are too extreme making counterplay options too narrow. This limits the number of strategies possible both by the British player and those by their opponents.
- From +100% construction +30% construction speed
- From +1 armour to +0.25
- From posture penalty to -25% speed
- Vickers_K now takes 1 slot item
- (see repairs for repair speed changes)"
There is no reason for upgrade to give both fighting and repair bonuses especially since R.Eng. is far more cost efficient that the baseline pioneers.
Either separate into to 2 different upgrades one as fighting unit 1 repair unit or chose between one upgrade.
All flamer upgrades actually do give repair AND fighting utility to the engineers that affect them.
For EFA, we kept their repair speeds intact (1.6 at Vet0, +1 at Vet2). Flamers make it a near guarantee you will hit Vet2 and, therefore get repairs. EFA minesweeper engineers aren't that fortunate; with high probability they will not hit Vet2.
For WFA, we assumed that half EFA engineers will hit Vet2 and half of them will not. Therefore, for WFA we gave the same Vet0 repair speed as EFA, but cut Vet2 repair speed bonus to half.
The Heavy sapper bonus makes it so that a 4-man Vet2 heavy sapper will repair at the same speed as a 4-man vet2 EFA engineer. The 5-man upgrade inflates Sapper cost to 236MP, which makes it kinda fair.
"Brit Sniper
We feel that using the 25 pounders shouldn’t be as available to the Sniper, given 25 pounder increased potency.
- No longer benefits from RA cover bonus
- Now requires Veterancy 1 to use 25-pounders
- Marker flare range reduced from 35 to 30"
Most stun have been fixed so should sniper shots vs unturreted vehicles.
Maybe we can give it a slow instead.
"Mills Bombs
We feel that Mills Bombs are very often skipped. We feel that the primary reason for this is the disparity of Manpower Costs between mainline teching and optional upgrades.
- MP cost reduced from 150MP to 80MP
- Now required for Comet/Churchill grenades"
Grenades should simply be removed from Comet. Thee is no reason why such a fast tank that can destroy pak from distance with WP should also get sort range grenades.
Have you actually used the Comet in-game vs the new OKW and the new OST? Does it really require additional nerfs?