It needs something.
Even with the fuel cost removed it is an utterly pointless unit. |
Since when does the bofors come free with tech and have 2000 HP, 50m range and the self spot out to max range?
Saying that even if it wasn't free if you want bofors then play Brits.
Schwerer should be nerfed into the ground as far as I'm concerned. Brits simply don't have the tools to deal with them.
"In 1v1's its already risky to place it forward."
Not particularly risky, I see Schwerers either guarding a VP or right in the map centre more than 50% of the time. |
I can't play the replay... which seems to happen a lot.
Is there a standalone player? |
I think this needs a buff.
With tier production lost having both guns firing should neutralise ( destroy or force to retreat) a stationary mortar or ISG in quick time. 20-30 seconds would be reasonable to give the option.
Just played a game, and I've noticed in other games, that it simply doesn't. A couple of minutes of firing just results in pretty fireworks and little effect. |
Well deserved ninja? |
FYI, changelog from Mireagefla's mod relating to Tommies..
Infantry Section (Both variants)
Increased range of the artillery flares to make them more useable. Minor adjustment to ensure cost is the same when recrewing weapons. HEAT grenades are now available for Tommies when Mill Bombs are purchased to give Tommies some ability to deter/snare armour and protect 6pdr ATGs against early light armour without the need to lock into AEC. Veterancy adjusted to match the units actual cost.
-Artillery flare range increased from 20 to 35
-Cost properly adjusted so reinforce is the same, even when manning weapon teams
-Fixed a bug where Veterancy 2 modifiers applied only to the entities and not the squad.
-Pyrotechnic Supplies Sight bonus now applies to the squad rather than the entities.
-Scoped Lee Enfield damage from 14 to 16 to match the standard Lee Enfield.
-Veterancy requirements from 480/960/1920 to 560/1120/2240.
Mill Bombs
Mill bombs no longer requires tech to match other grenade that does not come with teching. Grenade now also unlocks HEAT grenades for the standard infantry section.
-HEAT Grenades for the standard Infantry Section are now unlocked when Mill Bombs are purchased.
-Fuel cost from 15 to 20. |
Rifle grenades would be a far more logical weapons choice for Tommies, a la Coh1. Wouldn't have to change the weapons racks, merely a Tommy picks up rifle grenades and a sapper piats.
Not so sure about the AT grenades from the tank hunters as frankly they aren't very effective.
There is also the question of mines, pushing back T1 would delay every AT option the Brits possess.
Would make a lot more sense if the defensive infantry, aka Tommies, could plant mines and the assault infantry, sappers, could throw mills bombs. |
One thing about Tommies is that only one of their weapons upgrades makes any sense.
Brens basically, which are good defensively, though even then double Brens make Vickers a bit pointless as they both do exactly the same thing ( damage and not enough suppression) though are easier to extracate from garrisons.
Mills bombs are pointless, you can't get close enough to a 42 to use them ( unlike all Axis infantry with all their grenades against a Vickers), you can't flank to use them as there is no smoke, and you can't dedicate several squads to flank as they are just too damned expensive and even then crap at close range or on the move. They are quite useful for keeping pios at arms length though whether forcing the pios to move and thus degrading your accuracy against them is wise I'm not sure of.
Piats.. Geez, you can have some fun upgrading to pyro and sticking them in a garrison for the range but you'd better have slept with the RNG gods to get much else out of them. Makes them remarkably similar to a light mortar emplacement, which very rarely hits. Can be a deterrent to armour though.
Attack ground can be effective, but is far more effective with engineers.
Saying that even Brens are more effective on sappers, especially as you can go Anvil for the increased armour. Also Brens give the sappers some long range firepower but are still powerful at knife fighting range due to their stens. Tommies with Brens will melt Volks nicely but don't do too well against the better infantry types.
Hence Tommies just seem to duplicate the capabilities of the Vickers ( if you upgrade them with Brens) with better capping.
Gammon bombs are good against garrisons, but cost an arm and a leg and don't necessarily clear the garrison. The only realistic way to get close to the garrison is to drive past in a UC, which late game is rather a questionable use of resources. Your opponent would have to be asleep to get hit by one. Supposedly they have crits against vehicles though negotiating with said vehicle to stay still for 5 seconds or more ( not just the fuze, they don't exactly throw them instantly), is at best wishful thinking.
The only use I can find for them is building trenches and caches. Using them on the frontline for their intended purpose of staying still in cover just gives every ISG or mortar crew some vet and bleeds your manpower at an unacceptable rate. |
Piats don't really fit with Tommys either, unless you use pyro Tommys from a garrison. Rate of fire nerf out of cover means you can't chase jack shit with them.
Just had an hour and a quarter long game against 3 PIVs a KT and various flak HTs. Despite every squad ( about 7 on the field including Commandos) having a Piat I never scratched the paint on a single tank despite them not moving very much. |
All AT options delayed would make 222s a rollover, or any light armour for that matter.
Also sappers come out too late as it is for the UC repair, if you think the self repair is an option then feel free to join the UC challenge!
Supposedly mills are meant to help defensively, which puzzles me greatly. Certainly no use in garrisons, no use for taking garrisons so maybe useful if pios are charging a Tommy unit in cover. This is worth 150 manpower plus fuel? I think not. |