In games of "equal outcome likeliness" (not really equal skill, but games where skill and the balance of the factions and the advantage of the map all combine to form a roughly equal chance of either player winning) I would say RNG decides a huge fraction of games. The larger the "probability of win" disparity is (e.g. by one player abusing OP things, by a map being very unfavorable to one faction, or by one player being much more skillful), the less likely RNG is to influence the outcome.
The higher the skill of both players, the more likely they are to be able to capitalize on small random advantages given to them by dicerolls, and imo the more likely it is to be the deciding factor. In low skill games it kind of is diluted by players being very passive and not knowing what to do half the time. Games where high skill players face lower skill players, RNG has minimal effect because the higher skill is much more important. |
Give it the same radius, keep the lower damage, give it 160 range (still lower than priest but only slightly). Maybe make it more shells, more rapidly.
What's the cost? I can't remember what it is compared to priest but IMO they should be equal cost, with the sexton being less damage but firing more rapidly, for roughly equal damage effectiveness over time. |
So damned worthless. The fact that the dedicated artillery doctrine isn't even good at countering enemy mortars and ISGs is hysterical. |
Wait did something happen? I've been getting massacred in team games by OKW players (as Brits) for what feels like weeks thanks to ISG nonsense. Or is this only for 1v1? Legit shocked at seeing people put them last. |
Yesterday I had 2 AT guns holding off the king tiger on the left while my tanks charged on the right hand side of the map at about 5x stugs and an elephant.
If I wasn't a moron I would have done that the other way around and probably won the game. |
I dislike emplacements.
Me too but emplacements are the only non-doctrinal indirect that the British get. I could happily never think about 17 pounder and Bofors ever again but the mortar pit being useless is a problem. |
Mortar pit has mad range.
Even if it's within the command sector or very close to your base, it can cover huge swathes of the map.
Now if you were going to bitch about incendiary mortar rounds, I could get behind that. Jesus christ that thing hard counters brit emplacements hard. But infantry? Nah, if they manage to get close to it and you don't have stuff there to defend it while it's braced, you already fucked up.
Leigs have the same range as the mortar pit (unless you got one of those light mortar shell bulletins maybe?). Even Ost mortars counter the mortar pit fairly well although IIRC the pit theoretically outranges it. Maybe post patch it will be ok with Leig nerfs but currently in the live version one leig or mortar will shut the pit down and nuke repairing squads.
Obviously other kinds of emplacements are even more vulnerable to indirect. |
Jesus Christ fix the damn emplacements for the brits! you DON'T have any indirect fire as brits except that mortar shit that dies from 1 volk grenade and 2 shrek shots ... 400 mp for a static piece of junk that is outperformed by a 340 mp isg or 240 mp mortar !
Don't forget the doctrinal self propelled artillery that is basically less effective than a single Leig.
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I've never used the Valentine properly (only used once in alpha and didn't realize it had wallhacks) but the Sexton is utter pudding. Terrible range, mediocre shell radius, mediocre damage.
Outside of "early game sux lolol", the primary British inadequacy is that they have hopeless indirect fire. Base arty sucks, Sexton sucks, and Mortar pit is offensively respectable, but utterly vulnerable to ISG and enemy mortars (esp. mortar ht).
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4x thompson and 1x BAR for ultimate death squad
I think 3x BARs would be a better squad. What a shame they fixed the automatic-sherman bug before combined arms would have allowed us to get extended range and sight on tanks |