A few ideas that I came up with while reading this thread.
1. Officer as a starting unit.
Starting with enfields with section-like stats. Recc acc also. 2 possible upgrades - Sten guns,light gammon bomb and improved recc acc, so that it becomes the same as in live. The second would be something like a marksman package - scoped enfield with jaeger like stealth maybe. Upgrades would be locked in T2 and lock out weapon slots, so that the player will have to make the decision on how to develop his officer (stens, marksman or double brens). The squad will start as 4 man and get 5. man at vet 2. The charge ability would be default, or locked behind vet 1.
2. Valentine
Locked in AEC tech. Price, hp, dmg and speed would be lowered. The vehicle would work as a support for infantry, be snareable even with full health and slow enought to not be able to chase down axis lights (that's the job of the AEC). Observation mode would be locked behind veterancy, so that the vehicle will have lategame usage. The royal arti valentine abilities would be transfered to the officer, or maybe an upgrade on the officer.
3. Bolster in T3
The idea is that the officer with LVs, mgs, sappers etc. should be enough to carry the faction into T3. Basically transfer the raw power from sections onto more of a combined arms type of play. The uc along with the new marksman upgrade on the officer should keep snipers at bay (hopefuly). Brits can always counter snipe in the end, now that the sniper has the same aim time as the axis one.
4. Sappers as 5 men squad
Price increased by +- 30 mp. Sappers become pretty good when they are 5 men, however, at T3 it would be too late to make an impact. I am not too sure about this change though, because early sapper spam could become a thing (buildable in T0 in this patch). That being said, it would also open up a lot more openers now that sections won't get a huge power spike after bolster.
Keep in mind that these are just some ideas that would draw up a concept for some kind of rework. I was making them with the last iteration of the patch in mind.
Also, I realize that it's all probably too big to be implemented, but if it works as an inspiration for a good change, I'm happy about it. |
Two issues regarding the mortar pit heavy barrage. The range is smaller, I'd say about 125, not 180. Secondly, every mortar fires only 3 rounds, in total 6 for both, not 8 as stated in the patch notes. |
Bofors needs more utility to be more useful. I think the barrage should be available at all times, not just when garrisoned. It would help shut down MGs and somewhat help Ukf at assaults, like a proper support weapon. The garrison bonuses can be tweaked somehow differently, perhaps a healing for the units inside? Just like the ostheer 251 halftrack.
A big no to the WP shells for the AEC. I think it would make it spammable and really op, cause it would counter everything. |
Might aswell throw in my 2 cents.
Regarding the assault sections, I think it would solve a lot of issues, if they would be buildable from T0, spawned with the sten guns the currently have in game. The thompson upgrade would be locked behind weapon racks. The WP grenade would be bundled with it, or with the mills bomb upgrade. That is up for a debate. Assault sections from T0 would synergize well with the unupgraded UC, and carry brits through the rough early game. These guys might even be worthy to carry the PIATs.
I agree that the pyro sections should get some kind of smoke. I don't think that the faction needs a mobile mortar, just some tweaks to the barrages in the pit. But overally I find it viable if it is really well microed.
This would promote a lot more diversity in the infantry spectrum of the faction, which it in my opinion needs the most. The three types of sections would synergize together very well along with the universal carrier, so the medic upgrade won't be the obvious and no brain choice. I also think it's reasonable to make these upgrades lock one weapon slot. The thompson upgrade should lock both weapon slots.
The bofors should not be exclusive with the AEC, because brits have nothing against aircrafts other than the centaur, which is a pretty big investment and you sometimes really don't need it. Perhaps even remove the HQ upgrade and make it buildable by royal engineers from the start but with increased price by 10 fuel and some manpower.
The last thing is some kind of light vehicle. Perhaps the valentine, as it was proposed in the previous threads. This one should be locked behind tech and it should be exclusive with the AEC. I find these tweaks a lot simpler than those proposed in the previous threads and I think it should make brits unique, competitive and yet not too difficult to implicate and balance. |
Hello,
recently I was testing the capabilities of mortar pits, whether the garrison buff is worth it or not. I found out that the doesn't reduce the reload time at all. Only thing I noticed is, that it reduces the cooldown of the barrage by approx. 30 %. But I find this pointless, since until the barrage is finished, the cooldown is ready anyway.
I conducted the test by placing 2 mortar pits next to themselves in the cheat mode. One was empty, the other garrisoned. Then I used both attack ground / barrage on both pits simultaneously. The time between shots was the same, roughly 8 seconds / 6 seconds.
Could anyone test this out and confirm it? The mortar pit guide on the forums says that it should increase rate of fire by 50 %, which would be a pretty good deal, but this information is from 2017 I think, so it might be outdated. Is this intended, or is it a bug? If yes, can it be fixed in the upcoming hotfix? For clarification, I am not a simcity user, but I think that sacrificing the presence of one sapper squad for a few seconds might give me the upper hand against mg spams, which I find pretty common after the pgren and ostwind change against ukf. |