erm... Jackson!?
Outranges it?
Barely (5 range I think), and with TWP if the TA closes, which is easy with limited snare options and Blitz, you lost a Jackson immediately. The Jackson will die in 8-10 seconds because of the TA's high rate of fire and get to fire only once. The MP and Fuel bleed is so high you won't be able to field more than two jacksons anyway. Even if you have more then I forgo TA and get Shrek PG's or 2 paks. Save the TA for later. Also keep in mind the TA player can still have all of his prior tanks. Had great success in 2's using Stugs as backup into TA. I get the ability to constantly stun any tank in game, and I have 3-4 armored vehicles before the TA arrives.
TA is a problem because it costs no fuel. Add a fuel cost so you can't have an army of medium tanks, and a huge anti-everything death star. |
Brace may need some changes but a straight nerf is not required. The faction is already nearly impossible to use and this would outright destroy them.
Brace, to my understanding, prevents the unit from firing. This is a huge win for you already. Brace also does little to prevent flame damage. Don't rely on arty to take out Brit emplacements. Use mobile troops and flame to flush out infantry and then deal with the structure at your leisure. |
one more:
All british skins and include DESERT SKINS (maybe a hint?)
The bottom row of images is based on inaccurate reconstructions of the colors used by the Brits. The blue teal color was actually a grey but was changed to blue by accident by the Brits themselves when they displayed the tank after the war. As a result future reconstructions adopted the color incorrectly, and I see Relic is following the tradition.
Interested, take a listen: link |
Once upon a time the Sturmtiger did poor AoE and nobody liked it. Once upon a time before that it's shell blew up on literally every world feature, barrel, fence post, and geometry object making using it impossible.
Hearing a B4 shot is pretty hard of over the din of battle, and it's impossible to predict were a B4 shot will land due to scatter and the fact it has 250 range. You also don't need a recon plane to use the B4.
There is a world of difference from an B4 1 shotting a PIV on the other side of the map and a Sturmtiger driving up to a 60 range unit that can scout for itself and killing it. If you let a Sturmtiger drive over an open field at you and kill you then just lol.
As Lemon said before; the go to counter to the Sturmtiger is AT guns, since the Sturmtiger doesn't have enough armor to reliably bounce shots and it can't kill AT guns (the gun itself) anymore.
I...well...Nah nevermind. I don't even know how to argue with you anymore if you think wiping a vet 3 SU85 through FoW is fine. One thing though, the LoS you get is in a narrow cone, and is interrupted by shot blockers are you remember, so it is very easy to avoid. Also keeping it on means a speed reduction, so in fact seeing the ST would mean it can close the gap and fire before you could stop it.
Played against this unit in 4v4 the other day, could not get out of range of the explosion. As soon as I saw it prepare to fire I would start to move my infantry away. It always wiped one squad (was played as USF) was hugely annoying because it meant I was constantly losing vet 3 squads to a late game gimmick. It was shooting through trees frequently, and it was a terror. Its current range meant it could bully other tanks, because any damage or crits it gave would allow volks blobs to mop up quickly. Its range is so extreme right now. It feels so stupid to lose units to this. How did this make it through play testing? |
All that outcry when okw was overpowered at release. Now the forum is trying to hush people up when accusing OP brit things as being axis only, nazi players with their conspiracy to keep the allied factions down. LOL.
OKW was overpowered at release, I thought we all agreed with that. I mean Obers got bonuses against retreating units! Or how about the unkillable vet 5 volks. The win ratios were pretty heavily skewed in its favor as well.
I think what people are saying is that why should we look to neuter Allied units we have not fought against very long, that have very similar profiles to Axis weapons without saying the Axis equivalent should also be nerfed.
If AVRE needs a nerf than the ST needs a nerf. I am ok with that. But if you say AVRE needs a nerf but ST does not I simply cannot understand that logic. |
Honestly, with the amount of bugs in the free trial its really hard to make much of the mid-late game balance. The bugs come fast and furious and its hard to know how the game would play without them.
Early game with Ost you might as well just sit in your base and unlock tiers slowly as Brits. That way you can save your MP.
Is this really the way they want the Brits to play? |
Honestly, the Brits are not fun to play against or with. They tend to focus heavily on taking and holding ground (with limited offensive options until later), are a MP bleed nightmare, and have limited options to deal with obvious problems. The fighting in cover mechanic is tough in the early game where your enemy can refuse to fight you near sufficient cover. At this point you revert to an expensive rifle squad without buffs. By late game there are so many craters you can ignore the icon because it will always be lit.
Their emplacements are not really that good for their cost.
Playing against them is basically about slowly confining them and then artying them into oblivion.
Warning! First impression, not a lot of games so could be wrong.
Brits are gonna need some serious buffs to the early game or they are never going to get to the late game. |
I mostly agree with everything you said there. Except speed of fire decrease. It can't do with slower barrage as it has such short range.
How about increasing the AoE of the rockets, no change to anything else?
I think the RoF needs to come down because having played against it is the most infuriating thing. When I spread out and get a squad wiped because the rockets fired and hit a squad I clicked retreat.This is also late in the game when vet is most key. The RoF does not have to be extremely low, just enough so that if I click retreat I won't get a squad wiped, I will still lose models, that's fine, but wiping is not.
I agree with you that AoE on the rockets could also be increased slightly that would also help it feel less random overall. |
This unit is hard to balance because it functions on squad wipes. By increasing its power it wipes high vet squads easily late in the game without any opportunity to evade (just RNG). On the other hand, if you leave it as is, it will feel useless because it tends to miss frequently.
I would like to see the speed of fire slowed down, the number of rockets increased, and a potential incendiary strike added at vet 1 or 2 (remove counter barrage, this unit is too fragile to sit in one place and engage more static artillery). If other buffs are needed slightly more health would be good. This gives targeted players a chance to move out of the way, but increases lethality on blobs and static defenses.
Current place: This unit is very useful in larger games against late game snipers and high vet weapon teams. Very hard to not lose lots of MP quickly to it. |
Technically I have an account on both, but only posted once or twice on the official. I let Katitof try to talk sense into the people over there. Also the theme, as someone stated, is TERRIBLE.
This site is much better for any COH2 discussion of any sort. |