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Autofire should be removed

23 Jun 2020, 00:35 AM
#1
avatar of LoopDloop

Posts: 3053

I honestly think the game would be much better off if autofire was removed entirely from all indirect fire pieces and barrages and attack ground were adjusted accordingly, maybe with shorter barrage cooldowns and slightly better attack ground performance. Indirect fire should be a tool for clearing out static positions and providing directed support during engagements, not for just automatically shooting moving infantry anywhere within their range. It's extremely easy to just plop a mortar/leig/pack howie down on some random spot and just leave it there pretty much the entire game and have it rack up kills and damage with 0 micro input whatsoever, and that to me sounds like overperforming.
23 Jun 2020, 00:50 AM
#2
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Not likely to happen.

Through different patches, it was tried to be implemented in different units in different ways.

ISU152: was attack ground only

ISG/Pak Howie: no automatic auto rotation, still automatic fire. Basically like an AT gun.
23 Jun 2020, 00:53 AM
#3
avatar of Stug life

Posts: 4474

I would suggest just nerfing auto fire and buffing barrage not outright removing it
23 Jun 2020, 07:41 AM
#4
avatar of Vipper

Posts: 13496 | Subs: 1

That would simply promote spamming infantry and using brutal force more.
23 Jun 2020, 08:45 AM
#5
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

Couldn’t disagree more.
23 Jun 2020, 09:09 AM
#6
avatar of Katitof

Posts: 17914 | Subs: 8

This thread is sponsored by all the blobbers around the world who do not like their blobs countered by intended counters.

No.

In the ranking of worst ideas ever, this got to be top 5.
23 Jun 2020, 17:34 PM
#7
avatar of LoopDloop

Posts: 3053

jump backJump back to quoted post23 Jun 2020, 07:41 AMVipper
That would simply promote spamming infantry and using brutal force more.

No it would promote actually using indirect fire for its intended purpose instead of it being a micro-free force multiplier. Howitzers already function like this and they're great in teamgames
jump backJump back to quoted post23 Jun 2020, 09:09 AMKatitof
This thread is sponsored by all the blobbers around the world who do not like their blobs countered by intended counters.

No.

In the ranking of worst ideas ever, this got to be top 5.

In what world does autofire counter blobs? It does a much better job countering players who actually use infantry properly and put them in cover because then they're clumped up and they're not moving around as much. Blobs don't usually stay still long enough to get hit by non-rocket arty indirect, and they don't usually have to because they put out enough DPS to win their fights fast enough that autofire is almost a non-issue to them.
23 Jun 2020, 18:09 PM
#8
avatar of Hannibal
Senior Moderator Badge

Posts: 3114 | Subs: 2


No it would promote actually using indirect fire for its intended purpose instead of it being a micro-free force multiplier. Howitzers already function like this and they're great in teamgames


This heavily depends on how effective the auto fire really is.
If the "power value" of auto fire is below a fighting squad, you are better off with the fighting squad.
23 Jun 2020, 18:11 PM
#9
avatar of Vipper

Posts: 13496 | Subs: 1


No it would promote actually using indirect fire for its intended purpose instead of it being a micro-free force multiplier. Howitzers already function like this and they're great in teamgames
...

The roles of mortars :
to provide support by firing on enemy HMG/strong points
to deal damage to suppressed squad
to provide smoke
...


By adding more micro to HMG/Mortar combo you would simply make brutal force of more infatry a an even "safer"/better option.
23 Jun 2020, 18:30 PM
#10
avatar of zerocoh

Posts: 930

Loop is right, I have been saying this for over a year.
It's insane how accurate indirect fire is on moving squads, even when they don't kill any models you are forced to retreat pretty much every time because your squad lost 40~50% of their health in one shot thus becoming useless in combat.
23 Jun 2020, 22:31 PM
#11
avatar of DerKuhlmann

Posts: 469

take simcity commander
Setup simcity
go afk and make a samwhich
come back later
victory screen

but its okay, coh2.org is only campers.
23 Jun 2020, 23:33 PM
#12
avatar of IncendiaryRounds:)

Posts: 1527

Permanently Banned
If this allows me to get more out of my arty pieces, I'd like to see this.
23 Jun 2020, 23:37 PM
#13
avatar of KoRneY

Posts: 682

take simcity commander
Setup simcity
go afk and make a samwhich
come back later
victory screen

but its okay, coh2.org is only campers.


Most of us haven't had our temp.rec deleted by a calliope
24 Jun 2020, 02:26 AM
#14
avatar of thedarkarmadillo

Posts: 5279

In regards to auto fire being for blobs.... What would that be like?
Widen the AOE but gut the damage with no OHK potential ON THE AUTO FIRE
Then, it can passively soften up incoming infantry without massively swinging small fights. Auto fire could be chip damage that will help but not decide engagements and barrage would be for targeted death.
24 Jun 2020, 06:35 AM
#15
avatar of Sander93

Posts: 3166 | Subs: 6

Indirect fire and especially mortars should have had a zeroing mechanic on both autofire and the barrage. The first shot would scatter wide with each consecutive shot becoming more and more accurate. Providing line of sight with other (recon) units would reduce the amount of zeroing shots, decreasing the amount of time it takes to zero in and increasing the amount of accurate shots on target.

This would make (autofire) indirect worse against mobile/moving infantry, while making it better against idle (team) weapons, while also providing a better user experience for both sides with higher reliability for the user and better counter play for the receiver. No more RNG with entire barrages completely missing their target or the first shot hitting an HMG for 50% damage.

Obviously not something that can be done for CoH2, but it would be a big improvement with indirect fire if there's ever a CoH3.
24 Jun 2020, 07:35 AM
#16
avatar of Serrith

Posts: 783

Indirect fire and especially mortars should have had a zeroing mechanic on both autofire and the barrage. The first shot would scatter wide with each consecutive shot becoming more and more accurate. Providing line of sight with other (recon) units would reduce the amount of zeroing shots, decreasing the amount of time it takes to zero in and increasing the amount of accurate shots on target.

This would make (autofire) indirect worse against mobile/moving infantry, while making it better against idle (team) weapons, while also providing a better user experience for both sides with higher reliability for the user and better counter play for the receiver. No more RNG with entire barrages completely missing their target or the first shot hitting an HMG for 50% damage.

Obviously not something that can be done for CoH2, but it would be a big improvement with indirect fire if there's ever a CoH3.


I thought the soviet 120mm mortar barrage was supposed to function like that, does it not?
24 Jun 2020, 07:40 AM
#17
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post24 Jun 2020, 07:35 AMSerrith


I thought the soviet 120mm mortar barrage was supposed to function like that, does it not?

Not really.
It simply had precision strike like all other soviet indirect weapons.
MMX
24 Jun 2020, 08:20 AM
#18
avatar of MMX

Posts: 999 | Subs: 1

Indirect fire and especially mortars should have had a zeroing mechanic on both autofire and the barrage. The first shot would scatter wide with each consecutive shot becoming more and more accurate. Providing line of sight with other (recon) units would reduce the amount of zeroing shots, decreasing the amount of time it takes to zero in and increasing the amount of accurate shots on target.


this would be a great mechanic not only gameplay-wise, but also closer to the way mortars work in real life.


Obviously not something that can be done for CoH2, but it would be a big improvement with indirect fire if there's ever a CoH3.

i'm not too experienced with the modding tools, so i'm not sure how difficult it would be to implement the zeroing effect exactly as you describe. however, decreasing scatter with each consecutive shot should be possible, since a lot of offmap a ilities work like this already. another good example (although kind of inverse) would be the brummbär's bunker buster barrage, where the last 2 shots have higher scatter than the first one. afaik this works by calling different weapon profiles depending on the number of shots fired, something that could easily be applied to mortar barrages, too. not sure if this would be possible for auto attack though.
24 Jun 2020, 08:50 AM
#19
avatar of NoctyrneSAGA

Posts: 10

jump backJump back to quoted post24 Jun 2020, 08:20 AMMMX


this would be a great mechanic not only gameplay-wise, but also closer to the way mortars work in real life.


i'm not too experienced with the modding tools, so i'm not sure how difficult it would be to implement the zeroing effect exactly as you describe. however, decreasing scatter with each consecutive shot should be possible, since a lot of offmap a ilities work like this already. another good example (although kind of inverse) would be the brummbär's bunker buster barrage, where the last 2 shots have higher scatter than the first one. afaik this works by calling different weapon profiles depending on the number of shots fired, something that could easily be applied to mortar barrages, too. not sure if this would be possible for auto attack though.


Agreed.


Any movement of the mortar whether it be moving to a new location or rotating should reset the scatter. Is that something that can be done?
24 Jun 2020, 09:24 AM
#20
avatar of JulianSnow

Posts: 321

It's extremely easy to just plop a mortar/leig/pack howie down on some random spot and just leave it there pretty much the entire game.


If this is so easy, you can counter it exactly the same way. Auto-fire range has, most of the time, less range than barrages anyway.
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