by both I assume you mean the vickers and maxim and not the USF .50? The .50 pins like instantly I thought?
And yeah if anything that's the main advantage of the vickers is that if your MG ends up fighting another MG in a building, it will always win by miles. XD
We've covered it a bit but can we talk about how since the nerfs last patch UKF has virtually no answer to blob play due to lack of suppression or AoE early game, even late game it only comes from the centaur which got nerfed and again only really once you get vet 1. Getting a centaur is also only really viable if you have been ahead on fuel as a panzer 4 can just shut it down. It often just comes out too late if you ask me.
Tommies only remotely come close to trading out well with it at vet 2 even with brens but it's still so costly when you are losing me and the only other response is the AVRE and crocodile which do very well but are doctrinal.
Commando demo charges are awesome but difficult to pull off and any decent player won't let you do it again.
It seems the easiest strat in the book, blobbing, is all you really need to screw brits over right now.
Bren blobs used to be the best counter but that got nerf batted hard so vickers k's are the alternative... but again... doctrinal.
Allied blobs are easy to deal with due to non-doctrinal axis rocket artillery so you can't even blob back.
Late game in team games it's less of an issue, allies with katyushas or priests/calliopes deal with them. Gren blobs are fine, they're expensive. It's particularly an issue on volksgrenadiers which tend to just spiral into 5 star slaughtering machines that can clear garrisons and snare tanks. I honestly preferred it when volks had schreks to stg44s.
I dunno, it just seems I have to work my ass off to deal with idiots who just select all their men and right click the capture point. And it basically limits me to royal engineers or commando reg right now which bugs me.
I think a lot of this is due to the lack of an AA halftrack or valid alternative since the AEC now does very little against infantry. Ukf has the bofors which is so niche it's not really usable as a counter and the universal carrier suppression got nerfed a while ago too. So these blobs can just run rampant basically until you get 13 CP. Soviets have the T70 and maxim, and t34s can come out very early if need be. As well as penals and guards and snipers dismantle anything OST can do. USF infantry are much better at dealing with blobs for a start but they also have the stuart, scot and the AA halftrack, fighting positions and 50 cals which shut this stuff down hard.
But unfortunately I don't really know what to suggest on this one. I guess buffs to infantry sections we talked about would help, although that counter can be shut down with a panzerwerfer. Buffing the AEC's anti-infantry made it too good so I guess that's out and the universal carrier is already carrying the faction early game. Perhaps buffing the vickers suppression is the best solution?
I simply point out that the claim that FF is inaccurate is simply false and had to respond to another claim about the high reload time.
The fact that FF does 200 damage and can fire Tulips makes the unit having a comparable DPS to other TDs even with the high reload time, and the DPS also improve significantly with veterancy.
A lone FF will kill a medium tank with one reload +2 Tulips if they land.
If one wanted to touch the unit one would have to take into account all parameters effecting the vehicle like time to hit the field, Tulips, sight, accuracy, vet bonuses and access to other tools like war speed and hammer trucking.
Ah yeah I see what you mean, yes with the incoming snares it's difficult to do anything to the firefly pre patch as they're set to become significantly more dangerous with the addition of british snares next patch
Can I add:
This patch
-Camouflaged units fire at units when they enter line of sight when on hold fire stance, thus revealing themselves. (especially commandos)
-Unit pathing seems to have got worse again.
The current FF problems can be traced back to DBP which I think were the wrong call when the role is supposed to be a slow heavy hitter
These were arguably bigger changes than the old Vet 3 nerf it got, having a 10 second reload but having your accuracy nerfed so heavily can cause some obvious issues. Like a 440mp 155f TD being frontally dived by pumas and mediums and not standing a chance when it misses it's first shot. The accuracy on a Jackson or Panther for example might not be great either but these tanks have noticeably better mobility and reload.
Possibly with sapper snare this will help the FF indirectly, but I think it's probably worth a cost decrease or having the accuracy back to stop so many frustrating moments with missing shots on a medium and waiting an eternity to reload. Panzer 4's should fear a FF, not the other way around.
Your point with the FF still being good against the KT backs up my argument I think, the KT being so big and slow (also easy to hit with tulips compared to a mobile medium) makes those nerfs not felt as heavily. But unlucky for UKF we are currently in a medium tank and panther meta, not a KT one.
Yeah that's definitely the issue, Is right now the firefly is lacking but with snares and a bit of vet the firefly will be verging into "reeee relic nerf plox" territory due it's damage, accuracy and pen chance which once players can't just drive away from will be extremely powerful.
And yeah, I think the only real reason to get a KT over 2 panthers right now is if you go elite armour for HEAT rounds letting you 2 shot most allied armour XD.
@vipper, the firefly with tulips has high alpha damage yes, but definitely doesn't kill anything by it's self, unless you have 2 of them. And using the tulips results in an even longer reload penalty so tulips aren't snares or alpha damage, they're for finishing off retreating tanks. If you use tulips, the firefly that used them gets an extra several seconds added to it's already obscene reload time.
Also the ability to 2 shot a medium with tulips I wouldn't describe as particularly powerful as everyone builds panthers atm which don't get 2 shot+tulipped, (I've seen a few panzer 4 users recently too, but most people change to panthers later on.)
Like I said, the firefly is an investment, it becomes very powerful once you have a couple of them or when they get vetted, but because it's so weak alone and unvetted I think perhaps it could do with a cost decrease, perhaps back to what it used to be at 145 fuel and maybe 400mp?
I would argue the firefly performs pretty poorly as a tank destroyer in it's self. It's an investment.
Most axis armour can 1v1 a firefly, the only thing the firefly is good for is backstopping your line with the at gun to make panthers think twice about diving, It's exceptionally poor against light vehicles due to it's awful firerate combined with the accuracy penalties light vehicles get, would lose to most axis armour (until vet 2) 1 on 1 other than an OST panzer 4 and if you lose your vetted fireflies late game, you'll probably get rolled because panthers are great straight out of the box whereas fireflies pretty much require vet 2 or using tulips when supported by other AT. So with what people were talking about with "It's not surprising a dedicated tank destroyer can beat a multi role medium" The panther which basically has the same role as the comet and it's pintle mount MG is pretty good can quite happily duel a firefly and win and isn't the firefly a dedicated tank destroyer with virtually no anti infantry? If the panther can do it, why is it so unthinkable the comet doing it? They both cost far more than any tank destroyer. The firefly does however scale well with vet and can fight KTs well.
Brits have a strange layout at the moment in that seemingly all of their units are either an investment in that they require veterancy in order to be useful (i.e.- centaur, firefly, tommies) or they have extremely weak veterancy (i.e.- comet) It basically results in unit losses being extremely costly to the brits and getting their replacement to that rank in the end game virtually impossible due to poor base stats. Or alternatively in the case of the comet, unable to scale into the late game so not worth getting.
This makes brits pretty poor early/mid game due to lack of vet and then pretty strong late game unless you get wiped in which case there is kind of a tendency for brits to curl up and die as UKF's units perform awfully against other units without vet, especially when the enemy has vet.
I've been using the comet a bit recently, when I get an easy game or whatever, It's anti infantry seems ok-ish if you ask me, it's nothing compared to the churchill or centaur obviously but when it hits it'll nearly wipe a squad. If the comet is stationary it's gun isn't too inaccurate either and the phosphorous does deal a lot of damage very quickly, it just doesn't kill. It's just if it moves at all it'll whiff the shot to oblivion. It seems to me, moving accuracy is the main problem right now because a loopdloop said, it's a goddamn cruiser tank, it's supposed to move.
With brits getting snares, I kinda think and buffs to pen or range or whatever might end up with the Brits getting the best AT in the game again, especially seeing as fireflies are set to become really powerful next patch. Which might be a balance issue.
True, the tracking is quite powerful especially for allies. But it just hammer just pales in comparison if you ask me, airburst makes the 25 pdrs somewhat threatening, heavy engineers is great and extra point vision is certainly not a negative. The churchill is just better against more stuff, and a churchill sat in front of a firefly is a more useful and powerful combo than anything you can do with hammer. The war speed is nice I suppose and allows you to pull off some crazy flanks with comets if people decide to attack your teammates.
I dunno, I think hammer in general needs a buff, the spotting is nice, but the gammon bomb isn't really that useful. Warspeed will save the life of your comet pretty well but late game you're only going to be using comets and fireflies really and you shouldn't really be needing it on a firefly, and it's not as good as churchill smoke anyway.
Limiting them to one and making them awesome would work but the historical accuracy aspect would bug me a little. The other tanks limited to one are the tiger, IS2, pershing and tiger 2s (and superheavy TDs) which the comet really shouldn't be an equivalent to. If they wanna do that, at least give me a centurion/Black prince. XD
I suppose when you look at it like that, comet can take the fight to the enemy, but the churchill is still a better spearhead in that regard and can kill lone at guns with ease. The old comet was just straight up better than the panther, at close range to medium range, it would straight up beat a panther 100% of the time due to the firerate. It was also a pretty good infantry squasher too, but back then volksgrenadiers didn't have snares.
2 or 3 comets were god tier yeah, but 2 or 3 panthers god tier too and were an even match if not better. The only reason 3 panthers aren't as scary as 3 comets is because of the prevalence of allied tank destroyers. Axis tank destroyers i.e.- jagdpanzer 4s aren't any where near as prevalent . This means 3 panthers nearly always goes up against their counters whereas comets normally only end up fighting panthers.
It's better than a panther at smoking enemy strong points, and blows it out of the water when it comes to using white phosphorus!
The original design of the comet was awful (copy and paste Pershing stats aaaaaand make it unlimited, but also give it 70 range WP that unlike all other forms in game doesn't cap damage!) plus the commander upgrade....
They did this to themselves to make money via ignoring balance.
It could use a bit more main gun reliability vs infantry but that's about it...
Hahahah, yeah it's much better than the panther at being a comet as well. I agree, it used to be a essentially the wallet warriors mini-pershing, and that anti at gun sniper phosphorous was in-game for far too long.
The thing is, the comet isn't an anti infantry tank, it will never be as good as the churchill or centaur for that. Currently with the churchills health pool and abilities the churchill is better against the panther too! Buffing the anti infantry isn't going to make the unit more usable, it will be slightly better, but what does that matter if everyone just goes churchills? It'll not get used. The unit needs a role and it's role is not anti infantry. This doesn't mean it needs to be a carbon copy of the panther, it just needs to do something to make you go hammer for it, which it just doesn't do right now, nor will it do if you buff it's anti infantry.
I think right now USF possibly struggle with the meta, I don't think it's a unit issue as such as every USF unit performs well. I don't know what's going on in GCS but previously USF strategy has basically revolved around brawling really hard and making the enemy trade out worse than you with your awesome infantry but current meta has such a massive focus on indirect fire which means the enemy can bleed you for free which USF have a tendency to curl up and die in response to. OKW can suffer from this as well but they're a bit better equipped to deal with it due to their stupidly cheap infantry and usual tank superiority.
Whenever I play with friends, our USF player normally ends up sidelined using priests, howitzers and jacksons whilst me and our soviet ally brawl for the points with commandos and guards/penals as his infantry often end up getting shredded. Both the other allied factions are a bit better equipped to deal with this late game. Even though commandos bleed hard, they bleed the enemy harder and have much better survivability, especially at vet 3, with sniper camo and smoke retreat. And guards/penals... I mean... guards and penals nuff said. Hit the Dirt and sticky satchels are probably the best abilities in the game. XD