But here's the thing... As you dropped from rank 1 to rank 16, others went the opposite way and gained rank. So in their eyes the Brits work better now. To use only your own fall in rank as proof that the Brits have been nerfed too much is not very scientific. You have to take into account that others have perhaps adapted to the new meta better than you.
I went UP 30 places (~135 to ~104) due to not playing brits in the last few days. I'd imagine this is the result of me not tanking my win rate like the poor sods who are slogging it out. Dropped from top 50 in 2s and 3s to ~200 in both modes when the patch first hit. No surprise that Brits have been the least played faction in top 150 - those that play them are likely to drop out of that bracket pretty fast!
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Whilst I agree sections are the worst thing about Brits right now, I think the other issues such as the vickers gunner-death lock pale in comparison with their total lack of non-doc late-game indirect fire - the base howitzers and suxton mainly.
The lack of a decent light vehicle is partly made up for the low cost (underpriced IMO) Cromwell, though I suspect that the volks-schrek 'meta' hides this problem by limiting the effectiveness of allied light armour across the board.
As for maps, narrow, small or defined-lane maps like Kharkov can be utterly dominated by a bofors/mortar combo, whereas larger or more open maps tend to end in disaster, though I suspect this is more due to the fact that Brit infantry sucks so hard that you get out-capped and out fought by cheaper, more versatile units.
Edit: @Krötentöten, here's the stats for all game sizes - coh2chart.com |
Ostheer sniper has 82 HP, mortar round does 80 damage. It can't die in one mortar hit.
I'd rather it go the other way.
Soviet snipers aren't the only things getting 1-shot by Wehr mortars. Any 4-man allied weapon teams get rekt by them. Infanty sections frequently get wiped by a single shell or taken down to 1 man with a slither of HP. Reducing mortar damage to <80 would solve this issue (something like 79 or 75) without gimping it's potency. But that's a small tweek. Reic only deals in sledgehammer blows. |
After 6 piats the critical mass is so bad that you need to pin them down with mg and bombard the blob with mortars/leig, at least ost dedicated AI vehicles need to run from them... and if you say they can run around them then learn to build AT-gun to back piats.
Against infatry, they negate cover, give aoe damage, wipe weapon teams. IF try close up they start to do those one shot pointblack modelkill shots.
Against tanks, salvo of 6 or more piats, well if luch is not dead its running for safety like every tank.
Or the piat blob fails miserably... only 2 options...
If you are good microing use AEC some of its smoke and Target Tread then bombard the tank with piats...
Ofc I use the 6lb'er. As an ATG it should always be the main source of AT. I currently use a lot of mines to support it, but was wondering if there was any way to make PIATs complement it without resorting to skill-less a-move blobs.
I'm worried that PIATs need to hit 'critical mass' of 6+ to be useful. 1-2 schrecks is enough to deter most vehicles. But I suppose this just reinforces the fact that CoH rewards blobbing.
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So I was messing around against the AI to test out the UC's vickers upgrade (it's utter garbage btw - wasp's the only viable choice) and thought I'd give PIATs a chance, having tried using them en mass to TRY and knock out an Elefant the other day.
So after disabling the engines of a few luchs' and firing at the back of a static P.IV I've come to the conclusion that even with 1000 pen and 1000 damage, PIATs would still be useless. They can't hit anything. Moving or stationary. Even using attack ground varies wildly between rare pin point precision and 20m overshoots. You're better off shooting with AT rifles or the Sniper, I'd wager a dank hunter IS's AT DPS is twice what a dual-PIAT squad's is. Despite doing only 40 damage a hit.
I get that they only cost 40 munis, but right now that munitions is only good for reducing your squad's firepower. I'd much rather pay twice that if they could reliably hit anything, after all their stats aren't too dissimilar to the ever popular Panzerschreck.
From what I can see the main issue is a combination of the projectile speed and godawful accuracy. Since they don't have TOW-missle homing like Pschreks, they don't roll hits. They work like a mortar - any 'hits' you get are a result of the target coinciding with the projectile.
Due to the terrible speed, an Elefant can trundle off at a leisurely pace as PIATs harmlessly re-landscape the ground around it. Thanks to unparalleled 'accuracy', a stationary 222, Kubel or Luchs can sit and brew a nice cuppa whilst 3 PIATs entertain the crew with a fireworks display. As soon as the vehicle starts to move even the slightest amount (even with engine damage), any remote chance of a hit vanishes.
I'd love to see PIATs become usable, but at the same time fear them becoming schreck blob 2.0. |
Falls seem to completely miss the whole 'squishy' part in practice. Just watched a vet 2 (3 model)squad melt a 5 model (all full health, used a building to get to into short range) commando squad at point blank. Or 2 vet 0 squads trade evenly against 3 upgraded vet 2 Infantry sections. The DPS is fine. The spawning is just annoying, bad game design (But this is true to all units that do this). It's their ability to tank any amount of small arms that makes them broken as fuck. |
With the not-so-recent buffs to the panzerwerfer, both German factions have access to potent non-doctrinal mobile artillery. Of the 3 allied factions, only Soviets have an equivalent, whilst Brits and USF are left out on their asses.
This results in some pretty one-sided gameplay on certain maps/matchups. Though Brits have access to non-doc base arty, it's effectiveness and similarity to easily dodged off-maps makes it near useless at anything other than hitting OKW trucks.
Any way of dealing with Axis arty as USF/UKF when the match reaches a stalemate or is it just another terrible design feature that has yet to be addressed? |
ISU and IS-2 are as much of a counter to ele and JT as PTRS is a counter for tanks
Overstatement much? ISU vs Ele is pretty close, depending who fires first. Though it usually goes in favour of the TD, (being a TANK DESTROYER, rather than multi-purpose assault gun) a well timed button, mark target or ZiS shot will turn it in favour of the ISU.
Or should I just agree by way of a hyperbole and insist that Germans get removed from the game? |
I'd rather wait and see what change the rifle + zook buffs will have than drastic changes to AT pen against heavy TDs. The very maps they are strong on leave them more open to flanking, especially as your enemy is then forced to group around the TD to support it. Being useless against infantry and team weapons, you need only to wheel an ATG into range to force a TD back. Good use of sight blockers will let you keep your own armour on the field.
Making these units more vulnerable to AT kinda defeats the point of their defenses. Allied TDs (bar the ISU) is considerably cheaper and a lot more mobile, which offsets their vulnerability as they can get away faster and are lot less costly to replace.
If you feel you must kill a heavy TD, there are plenty of options besides a risky swarm of med tanks. The best way is otfen a combination of methods. Indirect fire and off maps can be used against the TD directly or soften up the supporting units, or even force them off. 2 priests will make short work of an elefant. AT fire is most effective when hitting perpendicularly, as it forces the TD to waste time turning before it can withdraw. It also gives you a much bigger target and opens up the possibility of rear armour hits. Ability combos work wonders, somebody has already mentioned button+mark target+il-2 bombing run. Brit sniper stun+tulips is also quite potent, and if you catch the TD from the side with your firefly and a six pounder, it won't stand much chance.
If any changes had to be made, I'd much rather see an armour reduction to the JT, bring it it down to the 375-450 range. 525 is as ludicrous as the Churchill health bars! |
I use the centaur every game at the moment. I love it, but it is clearly over performing against infantry in terms of DPS - it vaporises targeted squads at an alarming speed, leaving no time to retreat, and will usually wipe them anyway. As for people claiming it can solo multiple paks, they're either talking out of their asses, or facing one buffed by a command vehicle (which is being nerfed today). This tank has 640 HP, same as ostwind, that's 4 pak hits. It can wipe a raketten frontally in one burst (which says as much about the raketten as the centaur), paks usually take 2 bursts from the front, one from the rear.
Personally I think this thing could do with a splash damage reduction to bring the DPS to somewhere between the ostwind and it's current levels. |