-Either lower IS cost, or buff them to their actual value. They are the most expensive basic infantry unit in the game, yet require cover to be effective and have almost no utility beyond healing, as well as upgrades locked behind tech.
-Buff the PIATs. No two ways around it, they suck badly. Yes, you can attack ground and pray to your favored deity that they actually follow through with the order, but other handheld AT doesn't require that to freaking work. Increase cost if need be. It would solve some of their issues vs OKW if PIATs were a threat.
-Upgrading the UC shoud give it a bit extra armor/HP.
-Buff their midgame in general. The AEC sucks, lower its cost or make it better vs infantry. I am leery of buffing emplacements due to team games, but at least BOFORs shouldn't be gated behind an unlock.
-25 pounders could use some love. Make them cost a bit mmore, but be much more accurate and arrive faster.
-Finally, doctrines could be looked at. The Royal Artillery is almost comically awful, and really anything but the Vanguard Operations is mediocre at best. |
Wher, as people said, is very map dependant. On maps where you can get your snipers, Paks and MGs to shine, yeah they are very powerful.
And, well, the faction itself is very good. They got the best sniper, their line infantry is powerful and very cost-efficient, their weapons teams are very good, and their vehicle selection ii solid, plus some doctrines (such as Osttruppen) gives them even more flexibility.
And yeah, not vetoing Camping in the Woods vs Wher is probably going to end exactly as one suspects. |
On the one hand, I do hate FRPs.
On the other hand, sending an OKW blob packing then firing the Katy at the med truck to get 24 kills is oh so satisfying.
One thing's for sure, don't give it to everyone. |
That's not how I remember it. Relic's official forums were always a cesspool, and even Gamereplays (the premier CoH1 website) had more than its fair share of ''Nerf NOW'' threads. DoW2 suffered the same fate, and DoW1 was simply a total mess when it comes to balance so IMO it wasn't even worth the effort on that front.
Methinks some people are wearing rose colored glasses. The primary purpose of gaming forums has always been to complain. |
You won't find any player playing to win using the brits, because, well they are bad.
Their early game is very MP expensive and possibly the worst of all faction's. Tommies are overpriced, so is the Vickers, UC is a nigh on useless muni sink that dies to a faust or shreck, their mid-game is laughably terrible, and while their late-game options are scary you won't reach it in a shape that allows you to use it.
Brits relied on a few crutch units back when they were good/OP (sniper, previous Tommies, Centaur, Churchill). All of them were nerfed in some capacity, which leaves them with half their units mediocre or useless, the good ones not overly spectacular apart from the Cromwell and Comet, emplacements largely a waste of popcap outside of campy team games, and on top of that their doctrine selection is the worst in the game if you ask me.
Save yourself some trouble, and play another faction until Relic buffs them. In team games they can hold their own due to the nature of team games, in 1v1 they are the worst faction. |
I'd remove them, I don't think they bring anything interesting to the table.
All they do, is enable your blob to be back in action faster. This is an especially huge advantage in team games with large maps. |
I'd make it useless against aircrafts (unless it enters an AA mode) and drastically reduce its sight range. It shouldn't single-handedly lock down an entire area vs infantry and light vehicles. If you want to use the flak truck as a defense, you need a unit around it to spot. There, no more free area denial. |
Imo late game stock counter's to emplacements actually increase the diversity of the game. Why should someone have to chose commanders with FMHT or other doctrinal solutions to counter emplacements? Why not make units that see little action more appealing by increase utility, doesn't that increase diversity?
Because emplacements and static defenses by and large suck in this game. Unless you're in a 3v3/4v4 game or on a certain subset of 2v2 map like Camping in the Woods, they aren't used by most players with a modicum of skill because being immobile is an extremely bad thing in this game since it revolves a lot around mobility, and the prominence of powerful rocket artillery exacerbates the problem.
If you start buffing even more units to be good against emplacements, well you would have to buff emplacements in order to make them not utterly useless. But then you're in a rock paper scissors situation where units that are good against emplacements trounce them, and the rest are helpess. I don't want that, it wouldn't bring anything to the game. Static defenses have somewhat of a role to help shore up a defensive line, they shouldn't be more effective than that. I absolutely do not want the game to start revolving around defensive plays no matter how important they were in WW2. |
No. Ostheer has good AT and great armor with all their mainline units scaling quite well, at the cost of no light vehicles outside doctrines. This weakness is deliberate, and serves to keep them honest mid-game.
You can use PaKs, shrecks (yes, expensive, but one volley cripples or kills most light vehicles), Teller mines and/or a well microed 222 to keep light vehicles at bay until the Stug comes out and hopefully turns it into scrap metal.
At best, I'd be in favor of a buff to the 222 if it comes with a cost increase, that would make it able to fight the M20 toe to toe. It should still lost to a Stuart however. |
Agreed. The Pwerfer is OP and only the prohibitive cost of T4 keeps it from breaking the game further.
The Katyusha acts as artillery should. Punishes blob and camping, leaves single squads standing if they retreat. The Pwerfer can easily wipe individual squads and destroys garrisons in one volley; this is not how artillery should behave.
The Calliope is in a similar situation, and its higher price tag is compensated by more HP (more significant than one might think; one Panther drive by annihilates the Katy instantly, Calliope can sustain 3 hits) and the fact that, while doctrinal, it doesn't require teching which is one of the main points that limit Katyusha/Pwerfer usage. |