Quote from: blackbishop on July 10, 2010, 08:53:16 PMIMHO Brits aren't UP/OP, they are just broken atm; PE is UP. I'm eager to see the changelog for the next patch !!!+1 me too, looking forward to next patch boysPS: hope some slight buff changes would be done to PE too
IMHO Brits aren't UP/OP, they are just broken atm; PE is UP. I'm eager to see the changelog for the next patch !!!
And some nerfs to Wehrmachts vet 3 infantry, higher reinforce cost of Engiees and Pios, and a buff to riflenades.
PS: hope some slight buff changes would be done to PE too
1) Forget about a fuel cost increase. Often times what limits the British player is manpower; not fuel or munitions, since they can leech off the resource points like effective parasites. In my opinion, increasing the fuel and calling it part of the nerf is not effective. Manpower is the way to go.
2) Remove infantry crush and/or lower speed. Given the speeds of these things, two well microed empty kangaroos can still crush whole squads or at the very least force them to retreat.
3) Causing more casualties to passengers when the kangaroo dies is not a good nerf either, because the British player can simply exit the kangaroo before it dies.
4) In regards to the possible nerf of vulnerability to flamethrowers or sniper fire: What about Panzer Elite, who have no such tools? Normal rifle fire should be also able to deal damage to passengers to be fair to PE.
5) In regards to the button ability unavailable inside Kangaroo nerf, a good British player can simply drive next to the victim tank, drop off the Bren-Tommy squad, and continue to kill it with the PIAT sappers that are still inside the kangaroo. Not an effective nerf in my opinion. Again, perhaps a kangaroo speed decrease would help.
Just because of one ability it doesnt mean its good. Treadbreakers is good...but what if your low on munitions? The basic damage of that unit is ridicilous...it should be a counter to quick tanks such as Stuart. Yeah its cost means you can build like 3 or maybe 4 of those AT HTs against one Stuart...but that Stuart will most likely win. I dont see any point of building that unit and i play as PE for 3 years. Ill rather build a single Marder III than these pieces of scrap-metal.
I hate pe and all there little halftracks and silly little cars are just rubbish agaisnt my riflemen and my mighty sherman. No vechile in pe is caple to knock it when well surported.
I'll be a spoil sport and say.....* Kangaroo Manpower cost increased to 300 from 240.* Kangaroo Fuel cost increased to 45 from 10.* Kangaroo Health decrease from 650 to 550.* Kangaroo Build time increased from 35 to 45 seconds
Well i would really like to disagree with you on everything you said. The unit isent build for straight on combat like fx i have the biggest gun combat ...IMO the at-half track is a superb unit, i mainly use the AT-Halftrack to immobilize enemy tanks so my AT-nades or Marders fx can take care of them.With a little skill and micro this unit is very deadly ...your 3 years experience dosent really bring you in any better position from my point of view, it just makes your whole argument pretty pathetic (no offense).
Stuart a quick tank?You need 45 Fuel to get an AT HT and 110 Fuel to get a Stuart.Stuart is a counter to quick halftracks and armored cars.Not the other way around. AT HTs are Churchill stoppers.
Also will the AT HT be buffed particularly against the Stuart?
QuoteStuart a quick tank?You need 45 Fuel to get an AT HT and 110 Fuel to get a Stuart.Stuart is a counter to quick halftracks and armored cars.Not the other way around. AT HTs are Churchill stoppers.Dont get me wrong, but when you are not chosing RE support how can you get a Churchill? I am talking about basic factions now...not about their support trees.And i dont see why AT HTs shouldnt be a counter to first enemy armored units in game...what is their purpose then...swating flies?