Brits if just handicapped faction with failed design, which remains relevant only thanks to op abilities (heroic charge, croc, covering arty). Without question worst faction to play randoms with due to lack of self-sufficiency. Bits cant do much on their own, and always forced to rely on teammates to carry them through early-mid game, which is utter failure in random scenario.
Brits can never field enough units, cannot trade cost efficiently without tanks, their teching and upgrades ensure tremendous amounts of bleed, emplacements are useless, gliders get shutdown by free OKW aa and cant be repaired, their medics are terrible and they don't have useful light vehicles.
Worst British problems:
1)Sections are garbage, both in cost-efficiency and performance, and the fact that you cant avoid them only makes things worse. Vetted OKW blobs walk over upgraded and vetted sections without any problems.
2)Their most expensive HMG (DSHK aside) in entire game gets gunner-killed and erased by blobs up front or rifle grenaded to death 99 times out of 100.
3)No viable light vehicles.
4)Maps. All factions suffer from bad maps, but Brits most of them all.
These are good points. I agree Brits maintain field presence with OP off maps and complete dependence on team.
Firefly basically one shoting tanks through FoW is stupid, but has to exist because there are no snares. |
Well thanx for the tips, I'll try the combo smoke saturation + FHT or flamers, even I find investing too much ammo in a fragile unit is risky, especially to attack Bofors which can destroy it very quickly.
Smoke cool down is fast enough it should be used to prevent bofors from ever coming out of smoke. You can still circle strafe since only 1 cannon on FHT need fire.
Also try flame HT, you will find it very effective. You should try to get close enough so that you will not miss, a max range flame shell will like miss the target. Try hitting it with a regular mortar first to force brace then watch those 30 seconds tick off before you slam it with the real deal. |
Well, here's my 2 cents. This commander isn't widely used in 1 vs 1, as artillery pieces aren't dominant in competitive play, and the elefant has limitted utility and is expensive. So whatever arguments must be from a 2 vs 2 + perspective, then which you can complain about a lot, as everything above 2 vs 2 is unbalanced as shiiiiet.
Let's assume you are correct. If the commander is not working well in 1v1's then it should likely be rebalanced anyway (assuming we balance for 1v1's), or it should be modified for larger team games because it tends to only see play there, and so changes have no effect on the precious 1v1 balance. Saying larger team games can't be balanced is nonsense since last patch we almost had a balanced 3v3 and 4v4 scene, literally less than one month ago.
In team games having an elephant and a stuka dive bomb is relatively easy, and causes games to end as you German steam roll the Allies off the map. The commander should be rebalanced, and I am all in favor of making it more attractive for smaller game modes, and improving its counterplay in larger game modes. |
Thread: AEC7 Jan 2016, 19:55 PM
Also don't forget the slow mind control smoke.
"Yeah give it German smoke, but make it trigger slower, so it is less good." "Great call it a day." |
Clicked the link, looked fabulous.
Pictures appear to be broken for me here though. |
I cannot currently watch the game but here are my suggestions for now. Get mortar ht or if not that get mortars. Use smoke to prevent bofors from firing, then rush in with a flame HT, one or two bursts and you are good to go. As OKW use ISG's, you can afford to buy 3 or even 4 since he will have little to no arty. If you went mech feel free to buy up to 3 stuka's. Fire them only one at a time so that he has to brace first and then hit them as they come out of brace.
Failing that, hold one VP, and drag the game on. He has tied up huge amounts of pop cap in immobile emplacements. Build up a very powerful tank army and destroy lots of emplacements at once. At this point he will be desperately trying to replace his army almost wholesale. While he does this cap the map and plant mines. Move up your MG's and force him to fight back to the VP's.
When you see this prepare for the long game, but don't get discouraged. Do not attack emplacements piecemeal. It should be an all or none deal. Use multiple players at single points since emplacements cannot move so they can never redress the balance in combat. |
It's a possibility, but I don't have an ETA on that.
Thanks for clearing up this issue, I really thought it was in the final patch notes.
If the goal is to balance the ability then it should probably be temporarily changed to the Allied supply drop until the bugs can be fixed. |
I am ok with leaving the abilites in the commander, as long as Stuka dive bomb cannot one shot arty pieces. The ability to wipe vet from an arty piece is already quite powerful. If you want to destroy the arty the German players should be required to do what Allied players do to kill elephants, smoke and flank. |
Trading caches for Salvage is interesting and adds a bit of flavour, but I think being able to Salvage Support weapons is silly. It's such a strong tool to deny weapons that you otherwise wouldn't want to due to having less than 3 squad members, no wanting to drop 3 models off the squad or not wanting to waste the pop cap.
Salvaging wrecks is cool, but denying weapons so easily seems like an unfair advantage. Or at least, maybe only Sturmpioneers should be able to Salvage, why are Volks and Jaegers able to Salvage? Conscripts, Grenadiers and Riflemen can't build caches, only their engineers. (With the exception of Brits, for some reason, Infantry Sections build Caches instead of Royal Engineers. That makes no sense to me.)
+1
Well stated, only wrecks should be salvageable. |
The logic behind playing with a tank, see some infantary in the distance and decide to run over it, is like having a loaded gun and rush the enemy to stab them with my bayonet.
Except that the tank is firing the whole time and crushing offers different strategic options. I still fail to see how crushing does not deepen the game. A single squad being wiped is simply a matter of knowing when to hit the retreat button since this removes the mechanic. |