Disclamer: I'm a pretty mediocre player, so take my opinions with a grain of salt.
40mm Bofors Emplacement
After removing this from the Platoon Command Post, allowing it to unlock alongside the 17-prd seems reasonable. Also giving both survivability buffs to make them slightly more usable because emplacement counters are so powerful.
- Unlocks upon completing Company Command Post tech
- HP of both Bofors and 17-prd increased to 1200 (from 1000/900)
I'd rather not move bofors up to T3 though, I feel like it removes the selection of a defensive/offensive playstyle that's simular to hammer/anvil tactics. Also, when bofors is T2, it can be useful before lategame, when the opponent doesn't have a lot of counters to it, and lategame tanks and artillery can deal with it easily, making it a bit of a waste of money later on unless you protect it and repair it constantly + you still unlock the mortar pit at T2 so you can't protect it with a bofors now until T3 rolls out.
Basically, it won't be very useful at T3, but there might be a viable use for emplacements that I didn't discover that isn't slapping all 3 kinds of them next to each other.
Bolster Section
Bolster makes British infantry extremely cost-effective, even against upgraded Axis infantry. By delaying this upgrade until the late game, the British player will have to invest in munitions-based weapon upgrades to remain competitive against upgraded Axis infantry in the mid game. This also reinforces the British theme of having a powerful late-game arsenal.
- Now requires Company Command Post
I saw a suggestion once that i personally prefer: make bolster an upgrade that can be bought for individual squads, and cannot be bought along with pyro/medic upgrade. Does not lock out any weapon upgrades, so you can choose raw performance with bolster or utility with pyro/medic. When it comes to sappers they can be 5 man squads without upgrading, it shouldn't affect balance too much.
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Thanks for your input everyone, you certainly helped me out with your suggestions. BTW, the 4th stock doctrine for OKW is the grand offensive doctrine with the command tiger. |
1) As long as you have the upgrade, the repair speed bonus will apply.
2) Kubels are generally useful for early-game capping, its role doesn't really overlap with the IR Halftrack.
What game mode are you playing? The uses for QKW tech vary greatly depending on game mode.
I predominantly play 1v1s, and I use it when I go Scavenge doctrine. The JLI can provide a meaningful mid-game anti-infantry power (what the Luchs provides), then I get two Raketenwerfers for anti-tank (what the Puma provides). If the opponent is going heavy with team weapons, I would get a single leIG.
With infantry and support weapons, you cannot play as aggressively as with light vehicles, but by skipping a light vehicle, you can get the Ostwind not too long after your opponent fields a light vehicle. The Ostwind decimates infantry and can bully almost any allied light vehicle.
In team games (2v2+), the window of effectiveness that light vehicles have is grows smaller the larger the team game. Battlegroup HQ is the usual tech, as you can get a Panzer IV out rather quickly. The only time you would get Mechanized HQ is if you are the one responsible for indirect fire (Walking Stukas) on your team.
Thanks for your response, I play random 2v2 at rank ~1000 (slightly higher) and I only have the basic 4 doctrines for OKW.
EDIT: I actually have a 5th doctrine, it's the one with the sturmtiger, idk how it's called in english though, armour support I think?
I don't really want to go for kubel if I go for the battlegroup HQ since kubel later on is mostly used for scouting with its vet 1 maphack, and I consider the IR halftrack to just be superior for spotting than a kubel, even after the nerf it can spot an entire army safely and you don't even need to bring up the tactical map to see what units are there.
Consider using the Flak HT as an extremely effective suppression/model sniping platform that can vaporise MGs and shreds squads at vet II+, but is easily killed by AT guns. It's vastly better than the MG34, if not 2 of them even, and can drive away from arty strikes, coming with an inbuilt smoke. Even if they have AT guns and PTRS squads, you can still use it to protect your 'LelIGs', in the back, from vengeful flankers.
Thanks for your input as well, I was already using the flak HT to some effectivness but I usually prefer the IR halftrack + leig since it gives you a ton of vision, so you can hit / smoke the most important target and assault. Will keep your tips in mind though.
Also, if I go mechanized first, should I purchase the battlegroup HQ after a panzer II for healing, or should I just keep getting sturmpio medkits until later on? |
Don't you think that videos of this type are kind of obsolete at this point in the game's life-cycle?
(this is not to discredit the quality of the video)
There are still some new players joining, and the game isn't exactly easy to learn especially with outdated tooltips, so I'd say it's not obsolete. |
Any tips on how to use it properly and with which doctrines? Mechanized seems to usually be better because of luchs/puma, but also I like to have a leig and not constantly pay munitions for healing. Thoughts?
Also unrelated, but if you equip sturmpioneers with a minesweeper, does it have to be equipped in order to gain the repair speed boost or is it permanent, regardless if it's equipped?
Also also sohuld I even build a kubel when I can opt for the infrared halftrack with battlegroup HQ? |
I tried it in a couple 4v4's where I was muni starved which might be why I thought it was so bad. The other team was building howitzers in both games and the Comet didn't do anything against the Pak wall, even when I got it behind the Paks. It seemed better in a couple 2v2's that I played where I needed something mobile. Even at those, I wasn't sure if it was worth the price premium over a Cromwell.
In 2v2's I found it to be very effective at map control, since it can fend off any medium tank and has decent AI, also it's good at supporting pushes with the smoke rounds and white phosphorus shells + frags can quickly decrew paks, but only if there aren't too many of them. This is why you always have pyro tommies behind the comet to throw an arty flare at a pak wall that will make them go away unless they want to die. when it comes to taking out howitzers though, artillery commander is your best bet at dealing with them, you only need to save up munis and spot.
Cromwells are also really good and might be better for taking out howitzers because they are faster, cheaper and also have smoke rounds to blind at guns, but their AI is lackluster, but in 4v4s all you really need to do is spot an enemy howitzer, since one of your teammates probably has an off-map to take it out. |
UI bug that happens rarely on some maps. Click on another squad then click back to it. It's not just riflemen.
Had that happen to me a few times, I thought this bug can be fixed by clicking on an environment building though |
Lag spikes and bug splats don't seem any worse for me this patch.
I've tried UKF probably a dozen times this patch. It seems better but I haven't played it in a long time. The Comet seems really underwhelming. Lack of a non-doc mortar also hurts on some matches and matchups.
Idk, comet is fine by me, it's fast, heavily armoured, decent pen + a bunch of useful abilities, especially white phosphorus shells. I never thought that the comet is bad on any level but maybe it's just my mediocre skills.
Lack of mortars also hurts alot but thankfully tommies have a smoke barrage now, so you aren't completely screwed when the enemy has an mg. You can also go maximum memelord and build a mortar pit but a commander with a howitzer or any competent okw player makes short work of any emplacement.
Also I definitely agree that the patch is really good, UKF is actually decent, maybe a little too good, but overall one of the best patches so far imo. |
Oh yeah, also the 17 pounder emplacement says the churchill crocodile death quote when it's destroyed for whatever reason |
UKF medics often don't heal automatically. I end up moving them, toggling auto heal off then on, etc, to get them to heal. You can always get them to heal, but end up spending too much time for something that should be automatic. Here is a picture of a half-health squad with the medics just idle around them.
https://www.dropbox.com/home?preview=relic00119.jpg
medics have an aoe heal tho, you can just click auto-heal which locks them in place and just press the aoe heal hotkey whenever your infantry retreats to the base |