Depends on the matchup, the map, etc. But if we look at it from sheer power and consistency, UKF are the best faction in the game.
They have access to almost all the tools, and their tools are either marginally worse, equivalent, or far better then their counterparts. [ Tanks, AT Gun,Commander abilities, etc ]
This!
UKF are a faction you can win with, using about half to a third of the effort required to win with other factions. Pretty much all the much needed counters for Brit OP things, were given also to the Brits, ie. Land Mattress, Counter Barrage. You have access to the best (and cheapest) array of medium armour and also an instant kill tank destroyer. Meanwhile you get a whole category of other tools that no other faction gets, emplacements.
Get some PIAT on your infantry and you also have the most powerful blobs in the game too.
But, it's stressful being Brits in the early game, until you have set all your game winning shit up. But once it's done, you can literally put your feet up. Its OP as fak. All other factions require a lot of hard work to finish out the game. Whereas with Brits, the opponent will be forced to come to you, bending over backwards while you just easily defend awash with resources to rebuild anything that is eventually destroyed. |
Can we see the maphacking in the replay? I wanna see what they did. |
Panzerfusiliers and obersoldaten replace volksgrenadiers, guards replace conscripts, paratroopers and rangers replace riflemans more or less.
Sorry to say, but that's just not true. Fusiliers do not have access to Volks schrek. Obers are WAY too expensive to buy and reinforce so they definitely do not replace Volks, they supplement them. Same with Rangers and Paras, they are supplementary to Rifles. Although it's not as clearcut with UKF and USF because all squads have access to same weapons racks.
Your argument that Commandos are not Elite infantry just doesn't hold up in court.
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They have their specific role but they are don't fight like elite infantry, like rangers or shock troopers do. Iwipe grenade and democharges is reasons why someone rank ~1011 still use them.
Yeah. Must be why helpinghans (one of the top ukf players) uses them all the time.
Elite infantry are never supposed to replace mainline infantry. They are supplemental. |
Commandos are elite? Oh please.
Are you for real? Commandos are nasty. They can easily solo three lesser squads. They can spawn anywhere on the map in a variety of ways. Then factor in the demo charge, the gammon missile and the camo.... Yes! They are definitely elite. |
Then the passive sight increase from g43 needs to be removed and drop the cost a small amount.
It is to much late game advantage to have both. One team game I played I specifically tried JT, InfraHT and G43 passive sight on 2 units and achieved +90k damage on the JT alone on allied armour.
Essentially I was able to 1v3 with just a single JT. I did not have any other armour or AT besides a single shrek and 4 Stukas (Was also testing them with InfraHT and managed 249 infantry kills, interesting but not relevant).
So you were you playing in an ICU unit against comatose people on life support? |
The only real issue now is that their AT rifle grenade is a different hotkey than panzerfaust.
Yes man. So I'm not the only one squinting at the tiny text to see if its an E or an F obscured by part of the icon. Whoever instigated that was a fool, a proper fool. |
Interestingly, OP is talking about OKW, you mentioned USF and UKF, and so we've got all non-EFA factions covered. Which is exactly the point he is making, and I've also made in a separate thread. The vanilla factions are powercreeped in terms of available "toys".
Don't read into it. I chose to not bore everyone with a list of Soviet specialties, which are numerous. Just off the top of my head: non-doc demo charges. Oorah. Cheapest and easiest to obtain healing. Largest average squad sizes. A variety of AT guns that fire over shot blockers and double as artillery barrages. most mobile mg. elite non-doc infantry who lob nuclear bombs. M5 halftrack which can instasuppress five squads. tripwire flares. Best OP light tank in the game - T70. This is not counting any doctrinal stuff.
And although I agree with Rimmer above about Ostheer indeed being more a jack of all trades, they do still have a couple of special toys. The best sniper surely, best mg, best AT gun. Basically solid support weapons. Plus soon a great anti-blob tank non-doc. |
Thread: Bofors12 May 2016, 05:42 AM
You have no idea what you're talking about.
Mortar emplacement is what holds the British back, and is no way superior to a German mortar team. I would gladly take mobile mortars any day, as that would be such a great buff to the British faction I would be winning games like non-stop.
The only strength of the mortar emplacement over German mortar is the fact that it fires two for 400mp, which is slightly less the cost of two German mortars. The advantages end there. The Cons of Mortar emplacements are the following :
1) In return for firing 2 rounds at a time it's very inaccurate.
2) Its hitbox is extremely large meaning enemy mortars never miss. Its health pool really isn't that large (when you consider the fact all your mortars hit the target), and bracing the emplacement makes it useless taking damage for free.
3) It can't move.
4) It can't be recrewed. Once it's gone it's 400mp down the drain.
5) It can't be reinforced.
So no, mortar emplacements isn't an issue, if you spent money on two mortars (which is around the same cost as a mortar emplacement) you will win every time, not to mention they hit the field literally in the first minute of the game.
I don't know why this topic is still going on. Every time I tell you guys Bofors and Mortars aren't overpowered and literally walk you through how to beat them it's completely ignored.
Someone has never played vs UKF before.... |
This thread. So unbalanced.
You could do this with ALL the factions.
To demonstrate:
here's the story,
*USF has the most survivable vet on mainline infantry,
*non-doc and versatile weapons upgrades that can be dual wielded
*non-doc snare,
*non-doc suppression in their engineers
*mobile healing not tied to tech,
*non-doc call-in artillery with major
*two types of non-doc mortar
*aaht with on the move firing
*free FRP with teching
*smoke grenades
*free vehicle crew with almost every vehicle
*non-doc vehicle self-repair
or with UKF:
here's the story,
*UKF has non-doc flamethrowing light vehicle
*most efficient mortar with the longest range and free laser forcefield
*nastiest anti-infantry emplacement with free laser forcefield and can turn into instant suppression platform
*deadliest pioneer unit upgrades in the game
*non-doc access to weapons racks for versatile dual weilding
*longest range and cheapest handheld AT which is also anti MG, with fastest reload rate - the only handheld AT which can hit the rear armour of a tank from the front.
*non-doc trenches
*most efficient medium tanks in the game with best infantry crushing ability
*most armoured and deadly AI / AA tank in the game
*most deadly non-doc tank destroyer with tulip rockets for assured destruction of the target
*can build multiple reinforcement points and in field weapons racks
*mainline infantry get best cover bonuses in the game
*sniper which doubles as AT also with bonus engine critical shot
*choice of upgrade to either fastest repair in the game or to throw goliaths at the enemy from any infantry unit.
etc etc etc etc....
Every faction has special sauce. You do yourself a disservice by claiming one faction has ALL the toys without turning a critical eye to all the others that have special toys too.
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