Yes and cromwell is the worst medium tank in the game, so yeah it's bad.
Cromwell is a decent tank. Low profile and constant moving = hard to chase and hit. Decent enough AI power and a normal AT gun for flanking + smoke. Don't underestimate cheap medium tanks. Both sherman and cromwell, while being weaker than the axis counterparts in the raw performance, they more than make up for in other areas |
No reason to get salty. We just discussed, stay calm please.
As I said: Not for population, 19 is way to high. If the Churchill stays as it is now people will pick Comet for good reasons. Sad for game diversity.
I ain't salty at all mate. Seldom are times where I get mad. About the pop cost. Maybe. I won't get into that since I don't play UKF much these days, nor do I play vs them since I only play allies so I won't comment about population balance. Population balance is one of the key elements and I'm not sure the 18 // 19 makes much difference. Does it? |
One Panther versus one Churchill and one Firefly? That isn't realistic at all. What does the axis player has in addition for same pop and price?
No sh**. Did you really take the scenario just there and that? Of course there might be a pak near by, supporting infantry. Maybe a werfer or supporting ally... A lot of things can be there. Of course, same applies for the UKF. Point is, for it's role and stats, it's cost effective. |
So if a player has invested 1340 manpower , 24 pop and 300 ammunition in AT infatry it can chase away a singe tank. And that is unbalance because?
But that is hardly the case Churchill inflict enough damage to take out PzIV 1vs1.
If one's FF is in range of AT assets. The Comets performance is irrelevant since it does not fight the Comet.
The question one has to ask is "is the unit cost efficient"? and the answer is yes.
There is a huge difference between no damage and firepower of medium tank.
Do I really need to point the differences?, ok will just point out the obvious:
Stock vs Doctrinal
Limited to 1
Around 1.5 the fuel cost
Churchill is a cost efficient unit.
This. It really is a cost efficient unit. Even more so with the new (good) changes. It's not doctrinal, which is the biggest +. If it were doctrinal, then one could talk about it's price and performance (would be comparable to KV1 in terms of role). Right now it's a great tank, good if you rush it, good late game. It won't kill Panthers but will make for a scary scenario where you rush a Panther next to a Churchill to take out a Firefly only to expose the rear armour to it's gun. Churchill will penetrate pretty much every axis tank that rushes past it, without even needing to rotate the whole chassis and expose itself. Of course, a good axis player will first use the Churchill to vet up the panther while keeping out of firefly range and a good brit player will try to keep the churchill close enough for the firefly to do dmg. It all boils down to specific players and their willingness to concentrate and micromanage. All in all, a good unit. |
2-3 squads are enough to chase it away.
A units that just takes damage without inflicting damage by itself makes no sense. It could have 5000 Hp as long as it isn't a threat it gets ignored when it comes to picking targets. So the Firefly gets destroyed first nevertheless. A damage sponge which isn't a problem for a least one type of unit isn't worth it at all. As I said free vet for german AT. I'm all in for more diverse builds. If it would be a threat to infantry there would be a reaosn to pick it, although the Comet seems to be stronger allround. Isn't it boring to see the Comet always?
A late game tank with the damage output of a Cromwell? Oh wow I'm really impressed. Must have unit.
An IS-2 has a similar surviability. Less health but more armor and speed. For just two more population it is completely out of the league of a Churchill and a thread to every single unit on the battlefield.
But Churchill IS effective against infantry... It's a sponge which can kill infantry, good support for fireflies and other units. + The utility on it. The changes are welcome and well worked out |
FlakHT is utterly insane and the most underrated unit in the game imo. Just difficult to use compared to other LVs. No room for fuck ups.
Scott change looks good but the unit will still be obsolete in 1v1.
US still lacks a sniper counter. Give the captain a snipe shot upgrade that locks weapon upgrades and costs ~60 ammo. People need to get the M20 counters sniper idea out of their heads. M20 is good vs sniper opening builds but it's not relevant when fighting a sniper mid-late game.
Honestly, I just avoid the sniper and use smokes. Last time I played M20 (at all) was 2 years ago. Haven't built one since, don't even plan to with those quasi buffs it's getting. Can be cancerous, but counterplay vs a sniper as USF is basically avoiding and using smoke until you get AAHT at which point you can drop it easily. |
There is something wrong on your end. I never have any input lag just because I play with someone from far another continent. It's always the same. The times I had input lag (a few months ago) it was constant and didn't matter if I played against someone from EU/Asia/America.
So you're telling me on a wire, with 150 Mbit/s D/U, latency is normal when there are no players from Asia, South America, Australia, South Africa and somehow it's on my end? It can be:
A) Packets getting lost in hops from my router, through the A1 (my provider in Croatia) servers(Telekom Austria Group), to the US server
B) The network code is written that it somehow effects who connects from where on the main server. Especially if there is some sort of synchronization (because a packet, to get processed and reach the US from China, takes much longer for the whole round trip than from Europe to the US)
C) Some other super rare reason I do not know of, probably the people at Relic don't know as well.
If something was wrong at my end, I'd know of it. Tested on a desktop in my home town and on my laptop (ROG GL702ZC). Same thing. |
Bi*** pleeease. On average 5 second delay when playing with the distant Asia/Australia/South America players. I bless the games with fellow EU/US players. Delay in those games is 0.5-1.5s (avg 1s) |
i cannot believe what the guy above me just wrote, im not even guna quote that nonsense. Jacksons could bounce p4?, man is thus guy serious lool, notice he didn't post armour values of the jackson pre nerf, because he knows he will look like a clown and playing with words to deceive. are u seriously indicating USF armour was fine back in the day? you were the same person saying usf was useless in late game thanks to the armour and HP of ther tanks in the past and yet you now say ther where fine in the hopes they get to keep the vehicle crews as is, my god the double standards.
Right now USF is the only faction that seems to have the special snow flake status and gets to keep FREE vehicle crews. back when ther tanks were terrible in team games, i can understand the crews but now, no way should it be kept the same. Either increase the risk as A. Soldier said or maybe make it so they can only repair crits
Jackson dealt 240 dmg before, while rare, it could bounce a P4. Sight was 40 + 5 on vet2.
2 and something years ago it was buffed in terms of HP from 480 to 640 because it's firepower was nerfed and sight reduced. So all in all, Jackson received slightly bigger nerfs than buffs during the years. Crews should not be touched at all, maybe increase damage on them while repairing, but that's it.
And yes, imagine that factions with faction traits actually do keep these traits.
You know, OKW still can place trucks outside of base, UKF still has most powerful infantry scaling through upgrades and armor rivaling panthers, soviets still have 6 man squads on everything and ost still has best and easiest accessible support weapons and units, so what makes you believe that USF will ever lose theirs?
And that, of course. It's a faction trait and mostly only the most butthurt whereaboos complain about them, not noting that they induce a lot of micro on a micro heavy faction. Hence pios get repair boost with sweepers and are generally much more useful in a game than echelons (glorified zook carriers). Stormpios are a bit overloaded with jobs but that's not generally a bad thing since they also have repair bots on one of their core buildings. All in all it works out. |
Why would anyone nerf vehicle crews? They are super easy to kill once disembarked, combined with the buggy nature of repair/reembark, eg. you want the crew to get in when under fire but you they just refresh their repair, they fit nicely. I know you are biased Leo but nerfing crew repair is just out of this world, without buffing RE repair speed. Not only would you have to remove REs from the fight (double zooks on them is pretty important, especially in teamgames), but you'd have to micro even more, in a micro intensive faction.
The same argument one could use: Sturmpios are really overburdened with jobs, reduce cost to 220, nerf DPS, reduce population cost.... basically a bit stronger copy paste of REs.
USF has inferior armour stats wise, and better utility wise. This is reflected in crews. Any kind of nerf to them would force the player to go double REs which would strain the pop strained faction even more. |