You mean pick a side and censor me.
Allow me to elaborate.
On the first page, a fellow forum user mentioned that your argument was just personal preference.
Now, there are two possibilities to this proposition. It is either true, or it is false.
I'm pretty sure that you believe that this proposition is false (as in, it's not preference, it's reasonable). You can use sound reasoning to argue why it isn't personal preference but rather a reasonable proposition.
That didn't happen. Instead, the ever-popular ad hominem argument was used.
To quote myself:
Here to remind people that arguments should avoid logical fallacies such as ad hominem (attacking someone else in an attempt to undermine their argument) should be avoided.
I will also add that ad hominem is disrespectful and unwelcome.
If I have misunderstood you in any way and/or if you feel that my actions towards you are unjust, feel free to PM me about this matter.
Carry on.
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Alright folks, let's discuss in a constructive manner and not bash each other. |
/Moved. |
Here to remind people that arguments should avoid logical fallacies such as ad hominem (attacking someone else in an attempt to undermine their argument) should be avoided.
I will also add that ad hominem is disrespectful and unwelcome.
Carry on in a constructive manner, thank you. |
I would say that this is more of a thread asking for balance instead of advice.
/Moved. |
Make Pyrotechnic Flare free, and put it behind a player-wide cooldown to prevent spammed usage by multiple squads. Give the upgraded squad a toggle ability to semi-stealthily crawl (revealed at range 20-25?) so as they don't get pinned by unscreened MGs before throwing the flare. The beauty of it is that there are already in-game assets for such an implementation because of the cut Recon Infantry Sections had the crawl ability (There might also be unused voicelines for the sneaky beaky, but I'm not sure).
Sniper's arty flare can still cost muni since it doesn't require an upgrade, but a cost reduction would also be welcome.
Another interesting idea is to add a Victor Target to the ability that would also cause Sextons or Mortar Pits on the field and in-range to barrage the area as well. However, the ability itself should remain free or low-cost, so instead, the upgrade for Infantry Sections itself should be increased if the Victor Target is to be added.
I think this is the most elegant way to tackle Brit indirect fire without adding any new units. It also solves Brit muni starvation.
I support this change, however the crawling aspect is unnecessary; an easier implementation would be to extend the flare range to 35m. It’s fine as it isn’t really a grenade, and there is enough time for counter-play before the 25-prd shells fall.
Remove the flare from the Sniper.
However, I would also like to see British tanks to be able to toss flares as well (using the existing grenade-out of-hatch animation). Perhaps it could be implemented as part of the Vehicle Commander upgrade. |
The Command Vehicle applies a nerf to the command vehicle itself, thus usually players build an AEC in mid game to help against light vehicles, and once medium/heavy armor arrives they upgrade it into a Command Vehicle. This way the lose less combat power because the AEC becomes somewhat obsolete as the game progresses into late game.
Alternatively, you can designate the Churchill AVRE as a Command Vehicle, as it does not suffer much from becoming a Command Vehicle. |
1. I'm sorry, could you clarify "vehicle commander"? AEC is usually a stopgap option if you need to counter a Luchs, 222, or 251.
2. Anvil or Hammer depends on your build and your opponent's build. Anvil is strong for the Churchills--excellent for soaking up fire from enemy AT, especially Panthers. Heavy Sappers are great for increased repair speed. Hammer is strong for the Gammon Bomb--makes your IS deadly against garrisons and able to wipe squads if your opponent is inattentive. Comets are strong against P4 spam.
3. Everything in the Brit roster works. Even the Bofors, which you can plop down very late in the game as a surprise to lock down a VP. But in most cases, Emplacements are the units that you need to think twice about using because they are easily hard-countered.
4. Usually Bolster Squad first, weapon upgrades second, before you get your company command post. Grenades I find useful in the late game when both of you are tired and you are more likely to catch your opponent not paying attention to his squad. However, this is all my own playstyle, and other playstyles work. |
Quite apparent you're not asking for advice; instead, you are ranting about "how underpowered the USF is."
Moved. |
1. They should have identical statistics. Generally getting a Special Weapons Halftrack would be great if you want to keep up field presence. It's very good for reinforcing in the field and upgrading in the field. The Halftrack and its weapon drops have definitely lost some of its attractiveness due to no longer bypassing tech.
2. Special Weapons is the safe choice right now, as it is the only commander with access to AT snares. Additionally, it is quite powerful in the late game as well, with concentrated arty and the Crocodile. Commandos are very strong close-range units, and the rest of the abilities in the commander are nice too, but eats a lot of munitions. Royal Engineers is good for the flamethrower (very important on urban maps), Command Vehicle is strong, flame mortars are decent, and the AVRE in late game is great for wiping vetted infantry and team weapons.
3. You can choose it reactively or purposefully. For example, if your opponent is going nuts on light vehicles, choosing Special Weapons for the Tank Hunter Infantry Sections would be a good idea. If your opponent is spamming machine guns and other team weapons, you might want to try Commandos for the Smoke Raid and then drop Commandos in behind them. These are reactive commander picks. If you find yourself in the late game with a decent army and want to close the game out, you might want to pick Royal Engineers for the AVRE, which wipes squads quite effectively, making it hard for your opponent to use infantry.
4. Indirect Fire is tough because Brits have odd indirect fire options. If there is only one mortar, you can consider building a Mortar Pit to bomb the crap out of it. However, if your opponent has gone for leFH 18s, don't build emplacements because they get hard countered by howitzers. Instead, you must rely on smoke (blocks line-of-sight) and an attack with infantry, preferably supported by tanks. Commando doctrine is generally well-suited to countering mass support weapon play. Alternatively, you can buy the Mobile Assault Doctrine and get a Land Mattress. |