I've played Looney before, and I know him to be a good player. He has always given me a tough fight, and it's been a genuine pleasure to win games in the past, and bitter to lose them.
I hope this replay will for its own small part add to the overwhelming evidence that there are some drastic measures required to make UKF even remotely dependable in 1v1s.
Britts are not a faction that have been designed well, if we consider cutoffs and the way they influence 1v1. Britts have no means of holding territory in the early-game, and by mid-game any lost fuel income quickly snowballs into hopelessness.
In addition the lack of a deployable medic unit (one which the USF will Finally have access to in the coming patch) has been, remains, and will always be a huge disadvantage.
I like the idea. I hate the way its been done.
Britts are hands down my favorite faction. I've had some amazing games with them, but time and time again it's been a real headache against good opponents.
There are 2 types of games which you lose as Britts:
1. You go against someone who gets lots of units and uses them expertly to pressure you (e.g. RedxWings)
or 2. You go against someone who uses a few units, but exploits your weaknesses to an almost toxic level (Most top 50 axis players, myself included)
The issue obviously, is that there is no warning beforehand which tactics the opponent employs. These are not doctrine choices, these are much more ambiguous than that, and each tactic is that much more or less effective depending on the map.
TL;DR: Cutoffs are lame for a faction starved in manpower and early game sniper counters (I'm pessimistic about the UC, 35MP per model lost means that a sniper only needs 10 kills to have been worth it.)
UKF 1v1
by
Fortune
8th September 2015, 21:47 PM
- Looney
Faymonville Approach (2)
- Fortune
- [00:02:41] Looney:
- [00:02:44] Fortune:
- [00:02:47] Fortune:
- [00:02:54] Fortune:
- [00:05:23] Looney:
- [00:06:23] Looney:
- [00:06:25] Fortune:
- [00:06:25] Looney:
8 Sep 2015, 21:47 PM
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