the tommies artillery are barely artillery. it require getting within grenade throwing distance to throw a obvious red smoke and then waiting forever for the weak shell to come down.
the sniper artillery is barely better, seeing as how you need to risk getting a vet1 360 mp unit. In addition, the sniper artillery is getting removed from the sniper in the preview as well, so it's down to the tommies artillery.
People complain about the british's direct combat unit, but then ignore their lack of artillery. Their breakthrough tank (churchill) is getting a heavy price nerf as well, so all the british are really good for at this point is defend, defend, and defend.
The british is going to need decent artillery if their combat unit keep getting nerf after nerf.
They have great off map arty.
The base arty is all about area denial, not necessarily killing things. |
it's not what we expect from emplacement, it's what we expect from artillery. It's a fact that the british's main "artillery" are either the mortar emplacement, the bofor ability, or the tommies artillery.
One of the biggest responsibility of artillery is to shell enemy position. Putting the british' artillery on emplacement force the british into a defensive posture with little chance of attack.
it's irresponsible to say that the british's main indirect fire are tied to emplacement and then tell us not to use those indirect emplacement offensively. Either the british need a non-doc mobile artillery or the mortar emplacement and tommies artillery need some drastic change.
Since when are tommies or the sniper emplacements?
Brits can dig in better than anyone else. It's only natural that they have a hard time regaining territory when forced off. They have to do it slowly and steadily.
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Well, guess that means we're done for expansions now.
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Heavy engineer is probably overpriced, but it's meant to be used with an emplacement heavy strategy where you use a forward assembly.
IS are still fine.
Churchill brought more in line with the cost of a Comet.
Brit sniper is the AT snare. Been made a vet ability because people whined they couldn't rush him with a 222 blindly. He also lost his passive engine damage so, enjoy I guess.
Base howie barrage clears buildings pretty good, as do grenades, flame wasp, sniper, mortar pit, bofors barrage.... etc |
Ok, explain me why would you get 1-2mins weapon racks and slow down second/third rifle squad if you even don't have ammo for bars and you are forced to move back rifles squad to get it (losing map presence) + how it does save you from HMG since no smoke. Not to mention your strat with 1-2min ambulance
Rear echelon --> riflemen --> WC51 --> Riflemen --> Bars. Second riflemen picks up bars, get in wc51. Zoom zoom kaboom. Maybe a bit later than 2 minutes but not much. Certainly well before I get lieutenant or captain.
Ambulance I used to get after a rear echelon and a riflemen and send it to cap close strat point with medic, then use as forward reinforcement point on the edge of my territory. Works well through hedges etc like on kholodny.
Used to even use medic in combat for his baller pistol action.
I recommend to leave the starting fuel at 15 fuel. In that way you can do a tech decision (sws truck)
You can build a truck that doesn't do anything! Hurray!
Bonus points for preventing you from building infantry for 45 seconds or whatever the build time is. |
Please tell me, how much fuel you need as USF to make first tech?
Assuming you make a beeline for lieutenant, 35.
Less than current preview OKW, if you're wondering.
And yes, getting grenades or weapon racks in the early game is an option.
Personally, I've done strats that involved getting all three upgrades early in the game.
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Uhm currently people use Command Vehicle for the recon, not the buff at least in 1v1.
Smart people use it for both.
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Well seems they took the other way round and reduced the starting fuel
Still doesn't fix the problem.
p4, panther etc are still way cheaper for OKW than Ostheer, for example. Even if you get all three trucks (which you don't have to do atm) a panther is like 100 fuel cheaper than ostheer. |
OKW doesn't have any fuel base unit(bren,ambulance), upgrades (nade, weapon rack, squad size), or buildings (wehr and sov tiers) to worry about. Everything they need for the first 5-6 minute is right there in the main hq with no fuel cost.
Well that's kind of my point.
There's no decisions to be made by the OKW player. They're going to build 1 kubel wagon and then some sort of mix of sturmpios/volksgrenadiers. EVERY GAME.
Compare that to the current version, where they can build a medic or mechanized truck extremely early (which incidentally also unlocks incendiary grenades. Good luck vs buildings for the first 4 minutes now.) and start doing cool things like get IR HT or ISG early, convert munis for fast flamers and mines, convert fuel for flak HT or even convert fuel to build a panzer command ASAP and get cool units like obers/luchs early on.
We're losing a shit ton of tech choices and strategic diversity here. Even DoW2 had wargear and t1.5 units to grant some tech diversity.
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Thats actually quite cool.
It will be OKW's equivalent to the rear echelon troops then, at least in the pest/ capper role
It'll be broken.
Reminds me of how Tyranids used to have Rippers in DoW2. You didn't need them to fight, they could just cap things while your core army kept his busy. Same deal with PE in CoH1.
I don't know why you would give a unit that has significantly higher mobility faster capping speed too. Anytime OKW gets you to retreat you're going to be cut off right away by a kubel wagon.
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