There is something callled Vickers. But agree on the fact that UKF needs a standart mobile indirect fire platform and not the team game abomination of a mortar pit. |
If you remove the AP rounds from MG42 for a non-doc LV OST will straight up dominate. 10/10 Agree with Stormjager on that one. Only reason MG42 has AP rounds is the non existace of such LV. |
lol, thanks to you and DerbyHat. I never used it when playing brits, because the description is completely wrong. Its wrong here at coh2.org in the updated abiliy guide too. So maybe its not on par with VA and FMR, but its way better than I thougt.
Ur welcome but IMO the sleeper OP is the Radio Silence from good old OP Spec Ops Commander. |
Do you mean Assault Operation? That one is not as strong as VA or FMR... For 100mun only your Tommies are affected, Commandos in the same doctrine are left out (would be way better for them).
...
FMR basically let your shocks sprint into range, stop and shot, because they can't shoot while sprinting. Accordingly Penals can get closer to get a satchel charge off. Thus both squads will leave less men at their assault and more probabaqly do damage or force off enemy troops. Look at the CP requirements of the different abilities. FMR comes at 6 CPs and is meant to help these troops to get close when there is a lot of AI on the field that makes their live pretty hard. Imagine it would be there when you get your first shocks already... Oh man, that would be a whole different thing. If you want to nerf FMR I would make a ranged ability out of it instead of beeing global (like cover to cover). KW-1 buff recently made this doctrine somehow playable, nerfing FMR to hard will change that. While not beeing an aggressive early game doctrine it is not a good lategame doctrine either because it is missing a strong lategame tank or offmap. So what is its role? Its only real doctrinal powerspike is when you get your first KW-1 in addition to FMR, nerf one and its gone.
I always thought VA and cover to cover are the best abilities of this type. They come in somehow strong commanders while not beeing too expensive for their effect (affecting different types of infantry, especially units like rangers or falls).
There are too many wrong here. Assault also effects commandos and Tommies & Commandos running and gunning with double Brens is absurd. |
How many game have you play for the nearest week To say "Tiger went unused" ? Because i just see Tiger/ace for almost every single 4v4 game i played for the nearest 2 weeks.
Tiger and ace are definitely famous unit in the current meta alongside fall, event more than cmrd panther.
Agreed, I think Command Panther is gone for good but current heavy tank meta is cancer too. |
Basically we just forgot.
Changing Valiant Assault was a priority because of how well it synergised with the power of the improved Falls. I consider FMR with sprinting Shocks and Penals with +50% DPS to be overpowered too, but it's not as big of a problem as the commander is rarely used (as opposed to Luftwaffe now).
Are you planning to fix the UKF "Assault" too ?
I mean pls do it. |
I find something very problematic about this whole topic that Axis tank are way too mobile for their durability, Panters are Fast/Tough/AT capable, PIVs are Fast/Tough/AI+AT until midgame or so. It gets even worse with blitzkrieg.
My point is, either make axis tank slower, then allied TD can get rightfully adjusted, and/or
Remove Blitz for Axis tanks, maybe swap it for wathever you want but nothing meaning an overall buff.
That will further buff the TDs since Axis armor needs that speed to fight off the Allied TDs. This idea is the exact opposite of the "good" because in any form of RTS speed and range are the kings (C&C Generals Zero Hour Search & Destroy rocket Humwees for instance). I mean what is the the point of more armor and HP if i will never be able to shoot back ? |
Sure, both words (efficient, effective) seem pretty similar but they are not. Both are aimed towards a process and its results.
Effectivity is how well a job is done. If we are talking about a shooting range, a sniper rifle will almost always hit where you aim, also as dead center as possible.
Efficiency is how certain you are from getting the job done, also with the less amount of effort. I.e. A shotgun if we keep on the previous example. A single pellet hitting the target should do.
A cost-efficient unit is one that mostly trades resources, you might loose a tank in a 2v1 but both tanks you had were less expensive than the other one you were facing.
A Cost-effective unit is one that ensures you the job done, a sniper killing models is one of the best examples. Since the game has flanks, FoW and complex cover mechanics, units are indeed more or less effective at specific tasks. (AI/AT/preservation/mobility)
Thats why there are endless discussions of Squad1 vs Squad2 in the balance forums, people dont realize that unit have multiple tasks to perform and different effectivities at each one. But because unit preservation is paramount in CoH2 the cost-efficient units are often, but not limited to, the hard counters like TD vs Heavy Tanks
Actually terms effective and efficient are the exact opposite in your description.
Sniper firing a round will be efficient shotgun will be effective. (In terms of ammunition used to take down the target) |
snip
So the distance close bigger grenade is better ? |
LOL 70 Range Jackson with 480 WHAT !?
People are nuts nowadays. |