Yep. The other 2 320 MP AT guns are crutches for their factions and as such are best in class. They also lack indirect, so OST still needs a mortar for that and UKF needs.... lets not go there.
The ZIS does an acceptable job up till Panthers and can do a great mortar impression when needed. The Soviet mortar is the best, but thats still a lot of MP to shell out.
The ZIS doesnt handle Brumbars/panthers/ high vet P4s well, but it doesnt need to. The SU-85 counters all of those and Soviets generally have the largest number of snaring troops to screen.
UKF needs its stronk AF AT gun for P-4s and heavier tanks as the Firefly has inefficient dps vs mediums, Crommy gets beaten like the Broncos by other mediums, and UKF lacks significant numbers of quality snares. Oh, and the Firefly is insanely expensive, so buying 2 FF vs FF and AT is kinda prohibitive.
Ost needs the Pak to deal with superior allied light tanks. Pschreck'd Pgrens dont really work vs good players 1v1 and Ost takes a LOT of damage from bleed due to low squad counts and expensive reinforcement costs. Ignoring 5 man grens of course. |
It points upwards, has terrible scatter, and costs a bucket of munitions. I havent seen it properly kill an MG in a long while, and with this patch's nerf to OHK radius that will happen even less. Its basically a mortar barrage, just pack up and move.
I consistently see the ZIS barrage kill nothing. |
2 is not a spam, its standard for all factions.
Many of the games I watched had 3 ZIS guns, which isnt much more but is above the average 2. |
ZIS spam is curently the 1v1 meta, i think its in an acceptable place. Lower scatter on the barrage post AoE nerf would be nice to ensure the targeted MG actually moves. |
MMX makes my life complete. Mmmmmm, data..... |
It does? I thought it was a fire-and-forget ability once the smoke grenade leaves the infantry's hands? It doesn't stop firing if there aren't nearby infantry, does it?
Getting the smoke out in the first place requires un-suppressed troops.
Miragefla fixed an inconsistency last patch where tommies ignored suppression when throwing if they started before the suppression kicked in. UKF now needs a team of IS's to smoke MGs, but that same team can just.... shoot them instead. |
A small QoL suggestion:
Add an ability to the British HQ to re-orient the Base artillery.
Base Artillery responds too slowly currently, and requires un-suppressed troops close to the target. |
I'll add a small suggestion:
To make UKF Base Artillery functional, add an ability to the HQ to re-direct the facing of the artillery.
UKF needs a source of reliable, consistent, and responsive indirect fire to assault fortified positions, punish blobs, and threaten enemy indirect fire. The Base Artillery was designed for that job, but never appropriately implemented and nerfed when implemented poorly.
The pack up-spin-drop speed of the artillery makes response times untenable unless you're shelling the same place repeatedly. Adding a QoL feature to orient this arty would help UKF pushes with minimal changes. |
Also, artillery counters need to be weakened to allow non-leFH artillery to function.
Counter Barrage has to go and replacing it with Smoke would work great.
Give the ML/20 Smoke at Vet 1 as well as the shell, and both howitzers would be functional. |
They nerfed rotation rate not crush type to prevent mega crush. Crommy and Wolverine could pivot-kill infantry due to faster rotation speed than getting out of the way. Crommy doesnt crush as reliably now. |