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russian armor

How to rework emplacements

15 Dec 2015, 19:23 PM
#1
avatar of adamírcz

Posts: 955

There are two, quite frustrating things about those emplacements:
1) Indirect fire rekts them way too much. You spend a lot of resources on it, and someone takes it down like you kill enemies in an FPS game. Point and click.
2)That brace ability, which means that a player can perform a large scale operation to draw attention of supporting forces with weaker part of the army and then quickly attacks the emplacements with supposed counters like AT guns. :hansSTUG: And guess what? Enemy clicks brace, and... :hansRAGE:
So maybe brace should be removed, while emplacements should get immune to any sort of indirect fire (+ maybe little help against flame grenades)
15 Dec 2015, 19:24 PM
#2
avatar of Stafkeh
Patrion 14

Posts: 1006

15 Dec 2015, 19:27 PM
#3
avatar of Cafo

Posts: 245

Emplacements immune to indirect...lol what are you high on.
15 Dec 2015, 20:04 PM
#4
avatar of adamírcz

Posts: 955

jump backJump back to quoted post15 Dec 2015, 19:27 PMCafo
Emplacements immune to indirect...lol what are you high on.

Well, it is really bad they get rekt by indirect. Because they cannot dodge like other units
15 Dec 2015, 20:07 PM
#5
avatar of Intelligence209

Posts: 1124

No no no, this is coh2, not sim city
15 Dec 2015, 20:46 PM
#6
avatar of Cafo

Posts: 245


Well, it is really bad they get rekt by indirect. Because they cannot dodge like other units


Clearly that's their counter...what's next tanks immune to AT guns.
15 Dec 2015, 21:06 PM
#7
avatar of EtherealDragon

Posts: 1890 | Subs: 1

I'd much prefer if emplacements could move with a significant dig-in time (or cool-down timer for time until you can move after digging in).

The crappy thing about indirect first with Brits is that the hit box is SO big that once they know where the emplacement is then can just endlessly barrage and most of the shells will land. That combined with Barrage Cool down > Brace cool down = GG emplacements.

If you can move then at least the Axis player can't just barrage into the fog of war and eventually win through attrition 9 times out of 10.
15 Dec 2015, 21:12 PM
#8
avatar of nodickwilliams

Posts: 230

Permanently Banned
Only bad emplacement is the 17 pounder. All else, perform fine for their cost. If mortars or bofors become any better for their cost. You basically give brits a huge easily defendable umbrella like zone where defenses are both long range, and automated. They become enormously difficult to dislodge and we end up with sim city turtling bullshit. Dont expect emplacements to be able to create a barrier zone, they are their to supplement your defense. Not become your adamantite armor.

Right now everything but 17 pounder is fine as far as emplacements go.
15 Dec 2015, 21:29 PM
#9
avatar of DonnieChan

Posts: 2272 | Subs: 1

15 Dec 2015, 23:55 PM
#10
avatar of ZombiFrancis

Posts: 2742

I always wondered how it would work if the emplacements were built without crew, then only functioned when you had them garrisoned. They could then be stolen and 'crewed' by any faction as well. If they weren't expensive to build, I think it could work out pretty well. Swapping units in and out of garrison to reinforce/heal I think makes for more interesting gameplay than 'brace' and waiting, or having small arms immune cyborgs crewing the mortars in their pits.
16 Dec 2015, 19:52 PM
#11
avatar of general_gawain

Posts: 919

Emplacements get rekt by LEIG and Mortar HT flame attack. This is a problem of this two units and not a problem of the emplacements in general. So they should balance this two units versus emplacements and not the emplacement defence versus indirect fire in general.

As nodickwiliams said, 17pdr is garbage. To big, to much population and to easy killed for its costs. This one needs a general overhaul.

In addition I would like to see a button to give up emplacements, destroying it by doing so to deny occupation by the enemy. Its annoying to kill them by yourself manually if they get in a bad position because of frontline shifting while they are still contributing to your population limit.
17 Dec 2015, 01:13 AM
#12
avatar of LeChimp

Posts: 57

Ahhhh emplacements, stupid idea generally, but a pack up and relocate feature would be a good way to fix them. This would only be in regard to the bofors and 17 pounder, the mortar emplacement should just be replaced with a 240mp 3inch mortar squad. This single unit would fix a lot of Brit problems, but I doubt the devs will adhere to this and admit they made a design error with the faction. Just like USF should get the mortar from the AA campaign.
17 Dec 2015, 01:35 AM
#13
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post17 Dec 2015, 01:13 AMLeChimp
Ahhhh emplacements, stupid idea generally, but a pack up and relocate feature would be a good way to fix them. This would only be in regard to the bofors and 17 pounder, the mortar emplacement should just be replaced with a 240mp 3inch mortar squad. This single unit would fix a lot of Brit problems, but I doubt the devs will adhere to this and admit they made a design error with the faction. Just like USF should get the mortar from the AA campaign.

+11111111111111111111111111111111111111111

Stops emplacements from being "Bleed enemy/cut-off area constantly the entire game with no bleed themselves" or "Killed in a few actions".
17 Dec 2015, 01:45 AM
#14
avatar of wongtp

Posts: 647

17pdr should be like pak 8.8, can be recrewed. shots dont kill the gun, only the crew. the gun has a separate gun hp that is immune to light artillery.

240 per pit for 1 mortar. 400 is too much to lose on something thats so easily killed. remove brace and reduce damage from light artillery to compensate for its huge hitbox.
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