Forget what I said in the last clip, I just love this gent too much. Enjoy some more assaulty goodness!
Пікірлер: 34
@wearenumberone11112 жыл бұрын
getting the timing right with bundle grenade on retreating squads is really punishing
@authoritarrr2 жыл бұрын
100%. I try it every time if only to get some practice in
@mikelms202 жыл бұрын
Any words sweeter? The other callout! Theres a shiny new oficeering gentleman ready for battle
@Carswell902 жыл бұрын
Do you ever equip the vickers for the assault officer? I’ve heard it’s bugged but not sure if it’s worth it still or not. One of my favorite units!
@authoritarrr2 жыл бұрын
That's a good question! I'm not sure where I stand on it because its moving performance is poor due to the bug, its stationary performance is very good at mid to close range, but if you're within 10 range of the opponent (about 2 brit sandbags) then the stationary performance of the regular SMGs is already really good. I'd say it could be a good idea in the late game when it's harder to get your units into close range, but only if you have an excess of munis after prioritising upgrades on your infantry sections. Can also be good if you like getting out a doctrinal halftrack and you want to load into it and use it as an attack platform since the moving accuracy bug only applies when they're on foot according to Tightrope's video on it kzbin.info/www/bejne/bpKkk2htnp2ie5I Yeah it's an awesome unit! Feels like a hero with all the abilities he has
@Piece-Of-Time2 ай бұрын
I think it's better to leave him with Stens, he will shred in melee
@glibchubik4090 Жыл бұрын
Sweet prediction. Very surprised you wiped the first squad. Motivated me to try brits again, i used to main them but switched to Soviets because of UKW's glaring weakness to light armor and snipers (instead i got the worst mainline infantry and MG in the game lmao)
@authoritarrr Жыл бұрын
Cheers dude! Yeah he retreated way too late with both squads I think. Glad to hear that! Hahah, I do find conscript starts quite difficult and the MG needs to be used more aggressively than the vickers/MG42/MG34. In terms of light vehicles I'm never afraid to go for an AEC as a counter on maps where AT guns are less effective and I try to plant some defensive mines to punish dives.
@glibchubik4090 Жыл бұрын
@@authoritarrr AEC is not very good in my opinion, it costs 75 fuel which significantly slows down the Cromwell/Centaur, and if you lose it you're so on the back it often becomes an uphill battle. It's also kinda meh against infantry. Luckily OST's/OKW's these days don't go for light vehicles for some reason, so 1 AT gun/AT section is enougn to push back a random 222 Your mine play is very consistent from what i've seen in your videos and won you games! I usually just get too caught up in all the micro to have time for that, but with more practice i need to focus more on that
@authoritarrr Жыл бұрын
That's fair, if I'm rushing tier 3 then I'll try and skip it, but brits have a pretty fast tech up anyway and higher skill players will often punish you if you only have sappers or an AT gun. E.g., I played several matches against OKW players who saw I went for an AT gun and would just build 2 luchs and rush it down. The AEC can also be useful in the late game as a flanking unit, with tread shot, or even with the command vehicle upgrade. That said I build it reactively since if the enemy is also rushing tier 3/4 then it's pointless
@Piece-Of-Time2 ай бұрын
Nah man, Maxim is great. Conscripts are too, they are just difficult to play with
@Piece-Of-Time2 ай бұрын
To deal with light vehicles, keep Royal Engineers near, thay have AT gren☺️
@brings25202 жыл бұрын
How much ping do you usually average, ive noticed your units having a fair response time. I play in asia and mainly average 200-300ms. Just having 200 is a godsend already to me
@authoritarrr2 жыл бұрын
Ah that level of ping must be quite frustrating, sorry to hear that. Just judging from the menu screens I think I'm normally at about 50ms. It looks alright in this video. When I'm ordering squads to chase after units I normally give an attack order followed by a move order in order to switch my squad's focus fire to the retreating unit. This causes my squad to stop for a second and then start moving, maybe that's what you're seeing?
@brings25202 жыл бұрын
@@authoritarrr ohh I never really thought of using attack orders like that, I generally manually have to attack a specific unit, though I dont think my ping is 'all' that bad, its still bad, but Im generally still able to predict and manage micro with my units, only annoying thing I have to watch out is misclicks and as you metioned, the soldiers would follow an order but take awhile to move, this is most especially if its the opposite direction
@authoritarrr2 жыл бұрын
Yeah it was only recently that I learned about it. If you don't give manual attack orders units will always fire at whoever they started firing at first until that unit is out of firing range/arc, which can be annoying when you want to chase retreating squads. Glad that you've found a balance with the ping :) This video from Tightrope has some helpful tips on how to avoid misclicks and tighten up micro if you want to check this topic out more. I hadn't thought of things like disabling sticky selection before this kzbin.info/www/bejne/mZqqoqiLiK9jrdE
@brings25202 жыл бұрын
@@authoritarrr hahaha It seems like actually watched the video, and seemed like I learned nothing! tightrope's videos gave me a hugee indepth gameplay vods that sorta gave me an idea on map opening, thanks for recommending me to his video, Ill try to pay attention this time haha Edit: Well i did learn chaining commands and multi tab selection, overstatements go brr
@authoritarrr2 жыл бұрын
Hahah, they're densely packed so there's definitely more to pick up on repeat viewings. He's really good for that sort of thing, his casts are quite insightful as well. No probs! Nice one and Merry Christmas!
@Nickbn212 жыл бұрын
your kills confirmed counter seems a little optimistic there...
@authoritarrr2 жыл бұрын
Interesting, how so?
@fabio61702 жыл бұрын
I still think brits need a nerf
@authoritarrr2 жыл бұрын
What would you nerf? I had fun with the assault officer in this video but what I did was easily counterable, and the timing on him is similar to pgrens. They have some strengths in their core infantry but also some glaring weaknesses in indirect fire and being bullied by light vehicle play.
@fabio61702 жыл бұрын
@@authoritarrr i would nerf 45 munition to arty call to cheap. Less armor on the univesal carrier (in real life u can pass trough even with 9mm. Churchills are to cost effective (pop cap i mean) Comet tank i would make it its armor weaker in real life has only 75mm on the front and in game bounce even panzerschrecks. Remove the button of defensive building. So u have better infanty less spam of arty and now u cant just close down an area to compensate u bad micro. U know just to make thing less frustrating. We have tiny maps and u can build mortars than can shoot across all the majority of the map and if i buil arty to punish u can just nullify my barage because logic?... No thanks. Im speaking about 1v1 scenarios and i would nerf other faction too.
@authoritarrr2 жыл бұрын
@@fabio6170 Hmm, the artillery call in is so slow to come in and spreads its damage over such a long time that I'm not sure it deserves to be more expensive. In my experience it either just makes the enemy move or punishes very slow reaction times. Other factions can use rocket artillery like the Katyusha to deal a lot more damage a lot faster for free, at least per barrage. The emplacements are often very counterable. You can get vision using flares, scout units, recon planes, etc..., hit them with an AT gun, mortars, or incendiary grenades to trigger the brace, then wait. After the brace has worn off is when you should call in the artillery. The emplacements need brace because their existence is to compensate for the brits lack of indirect fire and super low suppression mg. The churchills take up 18 popcap just like their hard counter the panther, so they seem alright to me. The Comet seems fine too, sits inbetween a panzer 4 and a panther in health, AT, and anti infantry capabilities - with extra abilities to make up for its lower anti-infantry performance compared to most medium tanks. I can understand some of your points from a realism perspective, but in terms of balancing the faction against the existing gameplay (realism changes would have much broader effects) I think the Brits are mostly in a good place - except at a high level where they suffer due to their lack of snares and non-doctrinal rocket artillery.
@venusflytrap2622 Жыл бұрын
@@authoritarrr In regards to the artillery you also have to consider the time when it becomes available and that it is indestructible with no range limitation in combination to the mortar pit that can on some maps easily cover 2/3 of the map. Another thing I´d nerf or remove is the Tank commander on the brits as it makes their tanks that already have the tracking through the FOW extremely strong. The UC gets a Armor bonus when equipping the flamethrower while the 251 that costs 6x as much fuel doesnt get such a thing when equipping flamethrowers. If the UC is played right you cant do anything against it. FF should also lose its tank commander, selfstun ability and damagebuff it gets like they did it with the Stugs/Elefant so they cant selfspot/stun enemy vehicles. The sightbonus in cover for IS is also a thing I´d remove same as the Hawker Typhoon overflight which is just purely broken OP which apparently cant get countered properly with an Ostwind or FlakHT. I´d also introduce a few tech barriers to the brits to make double brens available far later into the game than currently. In short its the combination of all the small gimmicks that makes them BS strong while OST for example doesnt get such things or is held back/nerfed with techrequirements and or useless gimmicks such as S-mines that were nerfed without a price reduction. I have to say its from a 2v2 upwards perspective mainly playing as OST and Brits are the most annoying faction to play against. I played them myself several times and the only reason why I get they are not played all too much or why they might have a lower WR is that they are an unintuitive faction. In other words the same standards the balance team used for OST should have also been used on the Brits.
@authoritarrr Жыл бұрын
@@venusflytrap2622 For artillery: it becomes available but gimped at tier 2 and properly online at tier 3 once you're getting your tanks out, though reaching that stage as brits can be faster than other factions. Its range is limited by the LOS requirement and physical throw requirement, making it generally only usable on frontlines and against defensive positions, which they need because of the lack of rocket artillery. This also makes it less effective against team weapons than rocket artillery, you can see the barrage coming, and it's never going to land in your base sector. If a position is entrenched with enough MGs it can even be difficult just getting in range without being suppressed. I've used it a lot to try and exploit the chaos of a situation but the rocket artillery from other factions is substantially more effective at wiping units The mortar pit is strong situationally, and I agree that it's harder for Ostheer to deal with than OKW. I tend to veto the maps where it''s particular obnoxious though - like Road to Kharkov. Otherwise I feel like it's still loseable in a big push, e.g. by you and your team capitalising on winning an engagement elsewhere, or by using call-ins, or even whittling it away with indirect fire. (inefficient but possible) The UC only get's one flamethrower compared to the 251 which get's two. It also has less health and armour to start with and less mobility since it needs to face the target it's flaming. The 6X fuel makes it sound like a lot but the halftrack is only 30 fuel, fairly standard for its tier of light vehicle. It has a window of use. Once an AT gun is up it becomes very difficult to use without losing it. Grens also have snares immediately and the longest snare range of all factions, especially with the faust range buff bulletin. It's a very micro intensive unit to use especially if the enemy likes flanking. The role of most mediums is anti-infantry + soft countering armour. The cromwell is one of the weakest tanks in anti-infantry and anti-team weapon duties as it lacks a pintle mount. The tank commander gives it a niche for countering tanks while having lower armour and penetration than axis mediums. Need to pay munis for hunt if you want it to be competitive with p4s, OKW p4s, and panthers. The pros consider it fairly poor for these reasons. The firefly is also expensive, slow, very slow turret traverse, and low rate of fire. In practice it's still a four shot kill in most cases. It's very vulnerable to dives for those reasons, even by stugs with their higher rate of fire. The tulips are also very expensive and make up for the fact that it's a slower firing than stug/jagdpanzer/su85 but is always hitting the frontal armour unlike the panther and jackson, due to its low mobility. The sight bonus is fine in my opinion. It's their non-doctrinal recon ability and helps with attacking, something that their mainline infantry are often weak at due to their dependence on cover. Typhoons could be OP, I haven't used them. Do they perform much differently from stuka anti tank loiter? That's fair, I don't play big team battles much so my observations above are mostly from 1v1 and 2v2. I think they would be severely gimped in those modes with the changes you suggest. Their winrate is also very close to 50% in all modes. Slightly lower in 4v4 and slightly higher in 1v1. I also don't think s-mines are useless. They remain damaging, difficult to clear, and better at wiping than regular mines for at most double the cost. See my "getting wrekt video" hahah Brits to me are like ostheer with better mainlines, better vision/utility on their mainlines, worse team weapons, worse snares, slightly worse tanks, and no rocket artillery.