Cromwell is a decent tank. Low profile and constant moving = hard to chase and hit. Decent enough AI power and a normal AT gun for flanking + smoke. Don't underestimate cheap medium tanks. Both sherman and cromwell, while being weaker than the axis counterparts in the raw performance, they more than make up for in other areas
Cromwell no long has a profile advantage after last patch. The patch team gave it mediocre MGs to make up for that. It can't outpace a Blitz, so if it gets low, it gets dove. Its only real advantage is self spotting with the tank commander.
Sherman is a totally different story, the HE on the Sherman is just ludicrously effective. Its a worthy tank. |
Maybe all the T-34 needs is a reliable, non-totally-self-crippling ram. It has enough Hp and AI, just its AT REALLY SUCKS. With a ram that just stuns instead of trashes the T-34, you could use it to chase down light vehicles, punish over extended enemy tanks, etc without loosing the T-34. Give it SERIOUS pen to make it reliable on charge, and it might compete with a P-4 in a pinch.
Then the vet 1 barrier makes sense. |
Can the ML/20 and the leFH 18 artillery be made more equivalent? Please either give ML/20 an ability or remove Counter Barrage from leFH 18. ML/20 lost its ability years ago. |
Can the Medical Section heal while garrisoned? It would allow for interesting play with the new mortars while keeping them safe.
(And give an intuitive way to achieve the garrison bonus and where to put medic.)
Also, change predicted MG profile on the trench placement to the Vickers, not the MG42. Vickers is slightly wider. Easy QoL. |
First, I don't understand why sections are getting off this lightly. Even out of cover, they are superior to all other mainlines.
As others have suggested, Bolster should have replaced the medical upgrade. With Base healing finally being practical for UKF, keeping it on sections is silly. As others have suggested, this should be replaced with the bolster upgrade and it should take a weapon slot.
Second, why are they so squeamish about adding a mobile arty option for UKF. There's no reason the Land Mattress can't be reworked and moved into the faction. Nerf its barrage size, range, add suppression and reduce its reinforce cost, and you have a mini Panzerwerfer that could pin positions while infantry advance on them.
Third, they really need to look at Brit pop capts. Their 100/100 army is tiny, and reducing the Churchill's pop by 1 isn't really gonna cut it. By bringing sections in line (along with the other suggested nerfs) they can actually take a look at the pop cap and maybe open up enough room for a maxed out Brit army to field another unit.
Last i checked, Sections WERE in line with other infantry, 8 pop for 5 men. Pgrens are 8 for 4. Rifles 7 for 5. Only exception is maybe engineers, where UKF NEEDS 2 late game for snaring coverage. As was their entire infantry team. The problem was they always needed "n+1" tanks to deal with "n" tanks, meaning they always felt like they needed 120 pop. Exceptions are the Comet and the Valentine, which are pretty pop efficient for a British vehicle (multi-purpose, tough for their tine slot). Centaurs, Cromwells, Fireflys, and Churchills are just over poped for their practical potency. The Crocodile is a clear outlier(keeping THAT beast at 19 makes some sense, its do effective) |
Speed is a great idea.
Give me increased scatter with distance on the SZF. Then cut calliope health to 320 and cut speed to 70%. Maybe increase time between rockets to increase vulnerable period. |
Which one? The rifleman nade is super long fuse, and rarely gotten (mostly it activates smoke on officers). The tommy nade is much more effective (its a rifleman nade with shorter fuse). The bundle nade/light gammon bomb is nasty.
Pfusilier nade isnt bad, flame nade is quite good.
The rifle grenade is REALLY good when multiple combats are happening at once.
All nades have a use case, and most are different. |
When diving a medium, Allies pay either 5 fuel less or 10 more (neglecting MP here) than the SZF. If your medium needs three shots to kill it, you are actually very unlucky.
Conversely, if Axis mediums dive the Calliope and kill it with three shots you're already lucky while still potentially downtrading 15-35 fuel.
This completely neglects offensive capabilities of the rocket arty, but I think most people complain about the survivability.
Just, both Calliope and SZF are very survivable and obnoxious to deal with. One has health, other has range, both don't have clear cost effective counters.
SZF is generally DEEP behind lines, as it has no reason not to be, unless striking behind the lines. |
How should it perform? Sort of like how stuka zu fuss rockets land?
3 Katty rockets in 5 locations. Itll be q slightly lower shot SZF |
Even if it is "justified" it bad from gameplay/designed point of view since Calliope are very hard counter. They can not be countered by artillery/off maps while one has to dive and risk more expensive unit to try to kill them. Even if one succeeds in killing the with a dive he might end up losing a more expensive unit and thus have a bad trade.
Literally all of that applies to the SZF, just the SZF will be at max firing range. |