Isn't 2nd shot locked behind vet1 now?
I remember weird things being done to that.
Best to skin the notes.
Wait really what? That's wack. I honestly have no idea though. I had a game where I think it worked the first time and not the second though. Second shot's sound played but no shot actually went out the second time, and I don't remember the vet of the AEC at either time though. I know I was close enough both times (like 15m lel) that it wouldn't cancel due to distance though. I make sure I'm gonna hit what I want to hit with this ability if its in my power. |
It just straight up misses a solid amount of times and still takes your muni, and sometimes the second shot doesn't fire even when it's in range. It plays the sound of the shot but doesn't shoot. Pretty annoying for such a high risk/high reward ability IMO.
That's it. |
Commandos, mostly. Infiltration if you can. Keeps the vet off them at worst, and the ability to advance through cover and hold positions in stealth make a big difference in the amount of indirect fire you take.
That said, brit indirect is still hideously lacking. A well done MG/LeiG combo is an absolute pain to remove as UKF.
Yeah I only bother using brits at all for commandos. They help, but they do nothing to solve the problem unless your opponent is an idiot and leaves his leigs like right on the frontlines, and they won't be able to put pressure on his leigs at all if there's a schwerer up most likely
+1
On a side note, mortar pit does NOT counter LeIgs, the LeIgs counter the mortar pit!
Yeah pretty much. |
50 sec cooldown equal of time build of 2 riflemen so your second pathfinder squad will come almost exactly as your second unit you will build from HQ. I guess that should prevent from early game advantage of builing 1 riflemen and call-in straight away 1 call-in infantry.
Commander is still worth using though
It's also worth taking into account that on some maps they spawn wayyyyy behind the base too but it seems to mostly parallel the timing of a second rifleman. |
Tactics 102.
If they excel at long range but you cant close the gap. Dont fight.
Smoke can do wonders too.
But hey, im not pushing arguments to the extreme just to prove im right. Who cares anyway
So just quit as soon as you see jaegers. Got it.
And smoke is great and all but if they're smart they'll just sprint back to better positions. |
And where is that recon now?
But np, I like the way you imply these flares should have cost ASAP.
Lel.
And at least you had to neuter a UC (back when UC could do that opieop) and pay some muni for the command vehicle. |
There is little reason to give him a weapon since he share veterancy.
The Major can be used in the front-line for smoke grenades and call-in arty.
+1
I wouldn't waste muni on giving him BARs unless you literally have like 1000 but he's great as an extra smoke squad and the arty is pretty decent when he gets vetted and it's one of the cheapest arty strikes (if not the cheapest) in the game. |
Just a bunch of allied crybabies, that can't invest in a single counter lmao. You don't see anyone complaining about p-47 rocket strafes hitting my panther in my base. All these air support abilities function generally in the same way, in a damn circle. So nerfing something an ability that just got gardening nerfed because you lost to it, because your dumb ass can't get an aa vehicle is down right stupid and insane.
Yeah because p47s will just miss. And when they do hit they'll do like 80 damage. Unlike stuka AT planes. |
I like these ideas. They are nice solutions to small issues in the game. Adding the solutions would be another thing that would distinguish medium from high-level players, as it increases the amount of micro required to optimally use HMGs.
Unfortunately, it's doubtful that we'll ever see anything like this implemented.
How come you say that? We got a handbrake mode for AA halftracks and it's apparently possible to implement a manual reload command since I think blitzkrieg/spearhead has it and certain abilities like AP rounds force reloads on mgs.
It'd even be nice to see a manual reload key for magazine-fed vehicle based weapons like the AAHT and luchs and 222 (not totally sure if the latter 2 are magazine-fed but I would assume so). |
Apart from a few obvious hiccups (jaegers, pre-nerf assengies), IMO balance is the best its ever been and we continually get patches moving in net positive directions in terms of balance, and even getting more in the way of commander viability/variety. I've been having a lot of fun lately, at least as much as ever if not more. |