I can kill all but the last one or two men from at least three squads with a cromwell in just a few seconds. Perhaps you don't know how to use it well?
Where is the risk? A Cromwell can literally run rings around german infantry.
I do and against good player that is usually what crush can do before it force retreat, if you leave your a-move inf like that you deserve to be wiped and there is a lot of times OH and OKW deliberately lure tanks into mines with inf so crush is not exactly a safe solution you know.
Nobody complain crushing OP, using that is risky as hell and why does Relic needs to poke their nose in? Crushing is only good vs blobber, for lone group it maybe take out 1 or 2 members at most. If you want to give handheld AT a chance, maybe follow up some other suggestion from the forum like reducing reversing speed to 60% of forward speed.
I would rather that they made all commanders good and made you able to unlock 3 for free, than making 3 (or more, see Soviets...) ones sub-par or garbage so the DLC ones will look better. That'd keep the DLC aspect intact, it would make them able to release all commanders at once instead of slowly over time, and it would give more variety in commanders as is intended in theory. But some DLC ones are bad too, so I don't really get it...
Regarding recent DLC, only the two OKW commander is meh, the rest all 2 new USF commander and all 5 UK DLC commander are very good and is the go-to choice in tournament. Crap DLC commander is more due to balancing (Windustry).
Hey don't complain about free stuff even if it's advertising material, you can check the non historical camos in the options. Complain about the lack of balance changes, lack of bug fixes, useless commanders and lack of war spoils improvements.
It could be worst:
If only my IS-2 can run half as fast.
Also when will the balance patch come out?
Premium Commander, not everyone (including me) has it.
No insult to you, but I do not accept strategies that can only be played by a small amount of players.
It's the same with Osttruppen. Very viable against UKF, of course, but sadly not available for each and everyone.
Stock UKF commander ain't that good either: Royal Arty is pure crap, Cancer Commander >>> Royal Engineer and Vanguard/Mobile Assault is miles ahead Royal Commando so blame Lelic for power creeping.
Then you'd end up with a unit that is weaker then grens and much more expensive...
The idea is to give IS more utility in exchange of raw combat power, like maybe improve the grenade upgrade and give IS increased grenade range with vet like rifleman, also without the debuff I think IS Bren would be better so they will be weaker initially but than better than gren and maybe can fight Obers with double Bren/Vicker. Also remove the whole cover nonsense with view range, just give them a straight vision increase with vet. The idea is RE would be in the front tanking dmg while IS deal dmg from behind.
The thing with Tommies is that they have the following handicaps:
- Terrible moving accuracy
- Inefficient close-range DPS
- The out-of-cover penalty
If you read through those lines carefully, any micro you are willing to invest on Tommies past placing them on the nearest safe cover (or A-moving, if there is no green cover nearby) is probably going to backfire on you. Flanking with Tommies is not something that is rewarded, currently.
Since Tommies are an expensive, exclusively-AI unit with no other utility, balance implies that they would have to be buffed to kick everyone else's arses. However, if we do this on a unit that is so allergic to microing, Tommies will become extremely frustrating to play against.
Thus, at some point, we are going to have to consider giving Tommies some utility:
- Give them a recon-section upgrade (e.g., SLE's) that allows them to be accurate on the move (but disables picking up other weapons)
- Fix the base howitzers:
Give the projectiles some actual AoE (currently they are still on-par with Katyusha rockets).
Consider removing the cost of calling down artillery from Tommies. Nobody can afford 45 Munitions (+45 munitions for the upgrade) in the early game to call down 3 shells.
The sniper can retain the munition cost, as there is no forward investment/lock-out (from medkit) involved there.
Find a way to give Tommies access to smoke. Either mobile mortars, or base howitzers or something.
- Add a mobile mortar to UKF, and let faction synergy work its magic there.
Now, regarding the suggestions that Svanh made:
If I had to categorize the changes, these would be:
- Increase the AI power of Tommies
- Give Tommies snares
- Make Tommies the PIAT gods of UKF (Because of the cover penalty, they are currently the underdogs)
- Nerf Sappers by giving them inferior weapons from the racks
- Some solid QoL changes (Flare range, Vickers K, etc)
My gut feeling is that Tommies would already be buffed a lot, if we already completely removed SLE's from their Vet3 "bonus". However, that alone:
- would make double-Bren Tommies extremely frustrating to play against, late-game
- does not give us an answer about how UKF is supposed to get by early-game (when munitions are scarce)
(The Vet3 bug NEEDS to go already. If the only reason for keeping this bug in is to balance double-Bren Tommies, then fix the (RNG-prone) bug, and find a more consistent way to balance the unit).
However, if we also go for giving snares on top of the AI buffs, that might be killing it.
The other thing is that, I do agree that if Tommies get buffed, Sappers no longer have to remain super-efficient. However, I am not sure if giving them inferior versions of weapon rack upgrades would be the right way to go; that might make the Heavy Engineers upgrade more awkward than it has to be (apart from hurting your mobility). Why not just, straight-up increase the MP cost of Sappers?
Don't forget that due to high mp cost and their tendency to clump behind cover, Tommies make excellent rifle nade bait and mortar food, Tommie needs mortar cover badly or any forms of indirect, explosives would rip them apart. Also sniper food.
My suggestion is remove the out of cover debuff altogether and to balance out also remove their 0.8 receiving acc.
Hey Ciez you miss OH Sprint ability from Encirclement doctrine (Different from global Sprint) and does WP barrage disables tank? Same with Comet WP shell?
Also what does Churchill's smoke ability do and is Mandoes' smoke grenade any different from normal smoke grenade?