Would you mind quoting anyone on that?
Because it should be obvious from the preview patch notes that a lot is being done - within the scope of the patch and what's currently allowed - to improve the viability of UKF, with doctrinal buffs and changes to help mitigate their weaknesses. More alternative infantry (Recovery Sappers and Raid Section changes, upcoming Assault Sections buffs), more access to indirect fire (mobile mortar being added to two more commanders) and buffing heavy indirect fire (significant LM buffs) and several commander changes to improve abilities or their availability.
If we simply count the changes in the preview, there are currently about 18 buffs to 4 nerfs.
Does that really shout "they don't even want to face the fact that UKF is weak" to you?
And this is not even counting the indirect buffs to UKF by toning down the top meta Axis commanders.
The Patch will not change anything big. Its just a little change in some cases, but not a real CHANGER.
I just mean, as an example, a brit commander with a 81mm mortar? Really? In many cases, its just wrong. How will you protect this mortar, maybe, you know, sections dont have anything vs 222 etc. And the Range of this mortar is very low and the dmg crap. Waste of resources.
Just make it stock and put a REAL mortar in the commander, like the soviet 120mm as an example.
Im pretty sure rangers are 3 cp, same as mandos. Mandos are great.
The engi problem is fixed next patch with recovery engi commanders and massive snare cd reduction. Removing the cover requirement for Vet 1 bonuses would help as well.
Vickers needs a higher suppression/dmg ratio, especially vs grens with rifle nades. Or fix the on kill stutter.
The AEC needs its upgrade removed to allow somewhat more reactive play, as it needs a LV to fight to get value. The AEC and Bofors upgrades shouldnt exist.
Well, you are right, Rangers are on 3 cp, but you already got an really strong Infantry Mainline and good Tech. So, you dont really wait for rangers, they just improve your nice gameplay.
The other thing is, as a USF, you can play aggressive and force 3 cps, as a brit, its not really possible.
Ladies and Gentlemen,
we need to talk ... about the current situation of the Brits.
As many have probably already noticed, there is a significant balancing problem within the British armed forces with the other factions in the game.
In this thread, the current problems should be explained in more detail and compared with the other groups.
1.) The Brits live on green cover and are only then really playable and strong in the starting phase of the game. However, the sandbags were considerably extended in their construction time, which means that the Brits can no longer properly occupy their sectors and are busy building the sandbags. Good players take advantage of this weakness of the Brits immediately and therefore push in the early phase of the game to prevent the British from expanding early.
Since the section costs 270 manpower and only has 4 men in the squad, the Brit can hardly defend himself against an early push.
Although the German Wehrmacht only has 4 men in its squad, the costs are much lower here. Grenadiers also have valuable tools such as bazookas and mortar shells.
Unfortunately, one section has no tools and cannot defend itself against early vehicles.
In addition, the lower costs for the Wehrmacht mean that more sectors can be captured at an early stage, as more squads enter the field.
The Brit is forced to always build a universal carrier in order not to completely lose touch with the early game.
This leads us to the next problem.
2.) The AEC.
The AEC used to be good against infantry and vehicles. After countless changes in the game, the AEC no longer feels strong and is overridden relatively early by a Puma or a Pak.
In addition, the increased construction time is significantly noticeable, as the 222 scout car of the Wehrmacht or OKW is massively affecting the British armed forces. The British armed forces can hardly defend themselves against these units and bleed manpower early on.
The changes to the Medipak upgrade mean that the British armed forces can no longer recover early from the serious injuries in the early game.
So the Brit is slowly bleeding to death, the AEC is too late. The changes made in the last patch have had serious consequences for British gameplay today.
3.) Royal Engineers
Compared to other pioneers, the Royal Engineers have many disadvantages that can only be neutralized later in the game.
So that you can repair your universal carrier in the early phase of the game, you have to send a squad of Royal Engineers onto the field. Unfortunately, if not upgraded with a flamethrower, these are completely useless in combat. The star is rarely used effectively. At the same time, you need more ammunition in the early phase of the game for the flamethrower upgrade, but you need this first for the upgrade of the universal carrier.
Another problem is that the Medi Pak for the British section also costs ammunition.
The ammunition requirement of the British in the early game phase is extremely high.
Since Royal Engineers are the most expensive pioneers after the storm pioneers, they rarely get to participate effectively in combat in the early game phase, but only take on support tasks.
The Sten doesn't really fit the British way of playing either. Royal Engineers should therefore receive rifles in order to be better integrated into the play style of the British Early Game Phase.
Another problem is that there is basically no hold fire function for units. If Royal Enginners, i.e. approaching a unit that is fundamentally not within effective range of the Sten Mps, then they shoot the magazine almost empty before they are within effective range.
That leads us to another problem.
4.) The Vickers machine gun.
The Brits have a serious problem in the early stages of the game, namely being able to defend their Vickers effectively against early crosses. Wehrmacht pioneers, whose Mp40 perform quite well for 200 manpower, are very happy to accompany a Vickers. At the latest, however, when OKW appears with the 222 scout car, a Vickers can hardly be defended because Royal Engineers have no range and cannot actively participate in the defense of the Vickers.
In a direct comparison to the Wehrmacht, a few points can be compared here, which bring out the direct weakness of the British.
Grenadiers have a bazooka with a very long range. This means that the universal carrier can easily be displaced by the Vickers.
The Wehrmacht pioneers complement the German grenadiers very well and can defend the MG42 well.
Compared to the MG42, the Vickers machine gun feels rather inferior. It also scales very poorly with the veteran levels. The MG42 immediately counteracts the universal carrier with Vet 1, while grenadiers continue to have the tried and tested bazookas.
Vickers suppression feels very slow and ineffective. This means that a Vickers can be flanked frontally with relatively no problems.
This explains a general problem facing the British.
5.) Everything depends on the universal carrier.
British gameplay is heavily reliant on the Universal Porter's performance in the early stages of the game. Which, however, can be countered relatively early by reconnaissance vehicles and bazookas. That makes the British extremely shaky in the early stages of the game. The gameplay feels very exhausting and does not forgive any losses.
The next problem comes quickly.
6.) Command units
When used correctly, commands are a deadly unit, but they have many limitations that pose a problem to other "elite" units.
Commands require 3 command points. No elite unit from the other factions needs 3 Command Points before they can be used.
This poses a considerable problem, since commands enter the field relatively late. The Briton is forced to play aggressively in order to accumulate 3 command points.
However, this does not fit with the British play style, as it depends heavily on green cover and is more defensive.
Compared to other factions, special forces enter the field with one command point, but no later than two. Even Soviet guards and shock troops enter the field with two command points. A significant imbalance.
Thus, the British are already fighting against paratroopers, hunters, tank grenadiers, infiltration troops and elite hunter units, even before they can even nearly call a special unit themselves.
In general, here are some reasons that explain the currently very weak gameplay of the British. Even in the final stages of a game, the British never feel equal to the other factions.
The current statistics also show that the British perform worst in 1vs1, 2vs2, 3vs3 and even 4vs4 and are played the least.
This is likely to result from the reasons already mentioned.