About time there was an ability which allowed the brits to do something about ISGs.
Instant I win button against emplacements and a ridiculously easy unit to completely counter the entire British playstyle.
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Late game I found them to be quite useful for capping vps and the like under machine gun fire. Also for hunting paks and mortars.
The fact that they provide green cover even when destroyed had some impact though! |
Two 222s easily took down an aec even before they were buffed. Didn't see too many of them which I anyways found odd.
Massively underused rather than under powered unit in my opinion. |
And Mr. Smith who first noticed it. |
They seem to get passed... which is also an issue with the Brits.
Vet3 Tommies get an up to now pointless 'upgrade' with two scoped lee enfields. These do less damage than standard Lee Enfields. Still means that double Brenned or Piated squads which hit Vet3 lose their Brens when a model dies as the scoped Enfields seem to take precedence.... |
"snipped blah....its certain ly not vet 3 tommies = vet 0 tommies"
Well, yes it is..
Tommies get -23% received accuracy at Vet2. Hence if you get a squad to vet2, then lose 4 models only the original starting member will have the buff. The other 4 are effectively vet0.
Also the +20% accuracy and -20% cooldown at vet3. Get a squad to vet3, lose 4 models and reinforce. You single original member will have the buff, the other 4 will effectively be vet0 only with the scoped rifles and no way to gain vet at all.
Same with the sappers. -33% received accuracy at Vet3. Not sure about the cover bonus at Vet1, that is likely unaffected.
So.... As I pointed out, might have been in another thread, the only currently useful vet ability is the sapper -50% reinforce.
Read back through this thread and you'll see that I suggested Vickers being a more able build unit early on with the Tommies only coming out later with Bolster and Brens. Also that a force of almost purely engineers makes a lot of sense. |
"It says the AEC's cost was changed from 320/60, but its current cost is 340/50. Can someone explain this? Sorry if this was already stated in the thread, but I only read the patch notes.
No more fuel cost for UC = rejoice!"
I've requested clarification on the blog. It did originally say 280/60. |
"I played a game not that long ago where vet5 stg obers can barely beat 2 script squads in close range. So much for a units preservation, might just spammed 5 volks like a pro."
Welcome to Lanchester. Lol
To beat two squads of anything your own would have to be 4 times stronger. Three squads, it would have to be nine times stronger.
Simple mathematics really.... |
Patch notes now say 280 / 70 for a nerfed AEC.
Sweet beyjaysus, must be gold plated.
Doubt I'd even bother building one to test it at that price...
Just a suggestion, changing multiple parameters (cost and ability) is always going to be tricky, if a unit is over performing then nerfing it's ability makes sense, as does increasing it's price.
Changing both is always going to be a minefield as you effectively don't have data to base it on. |
Yeah I asked them about it and they've updated the patch notes now.
Also they've changed the price of the AEC again. Was 340/50 originally, then it was to be 280/60 but the notes now say..
"Cost changed from 320/60 (sic) to 280/70"
Doubt I'll even build one to try at 70 fuel.... Not worth it to build one ( 85 fuel total!) or to spam.
"Also no way is a MP reduction "cheaper"."
Exactly. 60 MP reduction is less than 20 seconds, 10 fuel is almost 30s depending upon your map control after 6 minutes. 20 fuel is a full minute in most of my games.
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