I mean at this point its a shorter range Mortar Half-Track with less scatter for more than twice the fuel. |
The whole 'you don't get certain tools for asymmetry' argument has always been bullshit. Wehr, Soviets, and OKW all manage to have their own unique playstyles while still having all the necessary tools to play the game. Brits and USF get screwed over for no reason, and the holes really encourage certain playstyles against these factions (snipers, blobbing, arty wars)
As for the changes, the Priest replacing Scott seems more logical to me than the Calliope. It keeps the asymmetry while giving the faction a desperately needed tool for team games. I won't pretend the Priest is a great unit in its current form, but its better than nothing.
Land Mattress stock likewise makes the most sense to me for Brits. They desperately need a mobile arty piece that comes out before the 15 minute mark. If they needed to nerf it, they could give it a weaker base volley and then restore it with either Hammer or Anvil. |
4 Nerfs to Sections, 4 Nerfs to the Comet, and 2 Nerfs to the AEC. Pretty much all of the strong units for Brits are getting hammered and there doesn't appear to be much compensation coming for it.
Cromwell buffs are nice, but the current iteration seems incredibly AT heavy and pushes the already struggling Firefly even further into the corner.
This faction desperately needs a better toolkit and half a mortar pit ain't it. |
There's literally no part of USF Teamgame play that didn't get hit, and it was already the weakest teamgame faction in the game. (Even the 2v2 tourney was almost entirely Soviet + Brit)
Really want to see the Priest just outright replace the Scott in the stock USF roster. Several reasons for this:
1) It actually gives them a tool that can't be gotten by the Soviets or Brits stock, giving them a niche for team games.
2) It has little impact on 1v1s, where it will rarely get built.
3) It doesn't overlap in role with any existing USF stock unit.
4) Its adequate compensation for not having stock Rocket Artillery.
5) It opens up more room to diversify the Pack Howitzer away from being an oversized Mortar. |
I applaud the effort, (and agree with the conclusions) but I'm dubious that a ton of useful info can be gleamed from this.
The raw number of variables involved make this a nightmare of a question to answer. And even a few tiny changes to 1-2 values (how close together the models are, how far the shot scatters affecting how much incremental damage the squad takes for the next round of shots, etc) can skew the results hard to one side or the other.
From just a pure game experience PoV, I agree the main gun always going to be the most relevant weapon, while MGs are there to kill off models the cannon damaged. But how much each contributes is a nightmare to figure out.
Assuming its a real game and people actually retreat their damaged squads, those first 1-2 cannon shots have the best chance of killing multiple models outright, and are the only weapon that has the possibility to outright wipe the squad, while the MGs really need time for their DPS to shine.
That being said, the MGs are excellent at finishing off models damaged by the main gun, and *can* be a major source of the tanks DPS against squads spread in the open or support weapons that more naturally spread out. A Pintle will also add a lot of residual damage to infantry over the course of a big dive. I'm never unhappy to have a 3rd Pintle MG for one of my tanks. |
You can find use in medkits on every unit. It's a good tool to have for 4 man squads but somewhat of a Relic of the days where soft retreats were more dominant. At any rate you do not want to slow up your fighting infantry to have to heal your pak.
I think you would be hard pressed to find someone who wouldn't trade their fighting infantry slowed down by 2 seconds in order to give Pios a more useful ability. Especially given how rarely such scenarios even happen. |
And with the cancel throw when supressed, its pointless vs MGs unless they are in buildings.... but only if it breaks the building.
And the sniper unstealths long enough during throw to be supressed...
Pyro sections are for the insane Vet 1 vision these days.
The smoke calldown has the throw range of a smoke grenade but the delay of a smoke mortar barrage. Its really inefficient at what its supposed to do.
Snipers are also WAY too valuable to risk a smoke/arty calldown on. The calldowns would be way more practical on the Assault Officer. |
Comets pretty much the only interesting unit for UKF at the moment. Would be a shame to take that away as well.
The faction has major midgame problems that this patch doesn't seem to want to address. It went after UKF's insane first 5 mins, but they still have a really crappy tier 2, a ton of crappy armor outside of the Comet, and few tools to retake ground or fight artillery battles. (Mortar pit is garbage late and always loses if made reactively. Arty calldown is trash) |
Pioneer Medkits are redundant and serve extremely limited purpose in the current game. Being available on both Grenadiers and Ostruppen limits their utility to Assault Grenadier openers and 2x Pio, 2x MG42 openers, both of which make dubious use Medkits.
Some Alternatives:
Destroy Cover: With all the discussion about sandbags, I think there needs to be some consideration for easier ways to destroy them early on. Being able to clear opposing cover to give your MGs good sight lines and deny enemy cover would be a useful addition to the faction.
Repair Critical: A missing ability in the faction, Repair Critical would make those early vetted Pioneers more valuable for getting your vehicles back into the fight.
Salvage: Probably unlikely, but it would be a nice way to get a small income boost with Ost.
Also, maybe you can give Rear Echelons a more useful ability while you are at it. |
You've then got an unbleedable capping squad.
Meant 2 fixed popcap, not manpower cost. That should be kept as is.
Fixed in OP. |