Hello!
First of all, I love the British forces from an aesthetic viewpoint. I think the voice acting is great, the infantrymen look cool and I love the design of the tanks. However, I can't wrap my head around how to play them. Not only that, I feel frustrated when playing them. That's mainly for two reasons:
1. I really have trouble when going from tier one to tier two, since I don't know what to get first. Whenever I get a sniper first I feel super scared about having a light vehicle drive into my base and kill him. If I start with an AEC and the enemy doesn't get a light vehicle I'm far behind in the race to a medium tank and can't apply that much pressure since the AEC isn't that good against infantry. Finally, if I get royal engineers I feel a bit more flexible, but I am damned to react to my enemy and give him/her the initiative.
2. I feel like I am not allowed to make a single mistake. Losing a unit or just a position with good cover just feels so painful. I feel like it's much harder to comeback than with any other factions.
Now, what I'd kindly ask for is for people to give me advice on how to better deal with those situations. How do you transition from tier one to tier two? How do you deal with falling behind as Brits?
Oh, and as a closing statement: I don't want to complain about balance. I know I'm far from a good player and my loses are more a result of my own incompetence than balance. All I'm looking for is advice.
Thanks in advance to anyone who's willing to share a bit of knowledge.
TL;DR: Can't wrap my head around UKF. Asking for advice on how to play them. Especially regarding falling behind and going from tier one to two.
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https://drive.google.com/open?id=0B7gwy65JLbSRMEJ3M2ZPandMMW8
It´s made by cruzz. He made this from the actual game files so it´s 100% accurate. Download it and open it with your browser.
Thank you (and Vipper, who also linked this) very much!
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My post was getting long as is. With users not even bothering to find correct stats before running around yelling on balance forums, I figured laying it out simply was best so that they would stop spreading misinformation and tearing down correctly justified arguments. Beyond that, the point was to concretely lay out the comparison between cons and volks with regards to raw stats. Given that both of these units do 12 damage per shot and therefore have 5% less effective DPS, the effect is a net neutral and the ratios betweeen their damage remained the same, meaning I found no real reason to mention it.
Sorry if this is a bit off-topic, but since the issue of correct stats came up, I wanted to quickly ask where to find them. I know there's http://www.coh2-stats.com/, but the patch version of the side is the 23rd of June 2015 and thus not up to date. |
First of all, thanks for the answers!
Secondly, regarding the pop thing: I totally forgot about the airlanding officer. Thanks for reminding me. He's the one taking the pop space, of course!
Finally, if I understand it correctly, the commander is actually decent. Not super great, but far from being worthless. Since the crocodile is getting buffed with the next patch, I suppose I'll wait for that and then get him.
Thanks for the opinions again! |
First of all, great idea for a topic! Then, what are my favourite moments? Let's see:
1. Stealthy house demolition charges going boom and wiping squads.
2. Successful camouflage ambushes with commandos.
3. Ending a game with a 40+ kill sniper.
Yeah, I suppose that nails it |
Hello!
I was thinking about buying the Vanguard Operations doctrine, because from the looks of it, it seems useable. I did some tests then in the editor to look at the abilities of the doctrine and this lead me to a question: is the Forward Logistics Glider any good? Yes, it gives me the ability to train commandos, medics and the airlanding officer and it can serve as an FRP, but the drawbacks seem to be rather severe. It costs 540 manpower and 9 pop, it is freakishly huge, thus offering an easy target for mortars, it takes damage when landing in bad terrain and it can't be repaired at all.
So, any opinions on it? Is my assesment that the drawbacks are too severe correct or am I overlooking something? After all, I'm far from a good player and there is a high chance that my assesment is lacking.
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We are thinking about to make a change on Overwatch again. Also about kv8 and the new bunker from wehrmacht
So pls wait until next week, because we are waiting for the Cupfinal is done.
Will anything be done about the two British commanders too? I do feel they are rather underwhelming at the moment, especially considering 1v1. I made a rather lenghty post about the Valentine a few days ago for example and I believe A. Soldier also wrote something about Royal artillery being only viable in teamgames and tactical support being in an odd spot.
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Hello!
I hope I have posted this correctly and am not derailing the current ongoing discussion on Stormtroopers and Panzergrenadiers, but I played around a bit with the patch in the editor mod and while I really, really do like the overall ideas of the reworked doctrines, there is one thing in particular that I would like to discuss: The Valentine. Here are the changes made in the revamp so far:
Valentine
Changes intended to make this unit more potent in combat.
-Main gun damage from 80 to 120
-Population from 12 to 8
-CP requirement from 6 to 5
-Observation now increases sight by 50%; no longer scans for units in the FOW and does not disable movement.
-Veterancy requirements from 1820/3640/7280 to 1020/2040/4080
-Concentrated Sexton Barrage price from 15 to 35
-Sexton Creeping Barrage no longer requires veterancy 1
I really do like these changes. I, however, still find the Valentine to be lacking, due to it performing similarly to the AEC, while coming out a lot later (I looked at some games using the spectate function and also skimmed a few GCS replays and it seems that around about ten to eleven minutes is the time that people generally reach five CP) and not costing less (the AEC, with its side tech, being 380 MP, 75 fuel and 6 pop and the Valentine being 300 MP, 80 fuel and 8 pop). I feel like the only redeeming feature of the Valentine is the better crush, but apart from that I really fail to see why I would ever build the Valentine, since I do not believe that its smoke, vision and sexton support do really cut it.
However, I am far from a good player and I may be overlooking something. So please, if I am wrong, be free to tell me. Otherwise, I hope that the Valentine can still be adjusted a bit more.
TL;DR: I feel that the Valentine is still not that good. I am far from being a good player though and if it is in a good place right now, I would be happy to change my opinion.
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