#workingasintended #hardcounter
1320MP + 36 popcap to counter 400mp mortar pit?
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#workingasintended #hardcounter
1320MP + 36 popcap to counter 400mp mortar pit?
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i think you're going insane
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This forum is interesting, saying that sim city is cancer but OKW sim city is perfectly fine. Despite the fact I've always found OKW sim city harder to counter.
The only problem with this commander is counter battery is free, because it will never stop pelting it's counters.
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Voted OP.
Why? Because emplacements (other than MG and decrewable arty) shouldn't be in the game. At all *covered at end*. Regardless, let's look at this commander.
1. Mainline inf can repair and build. Alright, this isn't so bad, although at 0 points it allows for even earlier mortar pits and such. Kind of neutral, IMO, since the repair is limited, and super early emplacements aren't that great.
2. +40 armor +30% HP. Why. Why would you do this. So now the already tricky to kill emplacements (especially early game) are even harder to take out. The game's about tactics, micro and maneuvering; not being AFK.
3. Forward Assemblies can repair things. At the same time as the Armor/HP buff you get a building that can repair said emplacements. Yea, no way this is a bad stacking ability. Imagine if there was a doc that gave command panzers AoE repair. Just a terrible, terrible idea. You don't even need to "micro" (really, not micro) your engies. Just use your AFK buildings to repair your AFK emplacements. 10/10 Esports ready.
4. Counter-barrage. So now the AFK buildings that are repaired by AFK engies can AFK counter-barrage. Not only this, but it works on base buildings, which is horribly, insanely broken. Why? Well, let's look. Firstly, on smaller maps, it covers literally the ENTIRE map. How do you counter emplacements? Usually arty. Now you can't counter it. Well, no problem, right? You just take out the arty with off-map. Oh wait, it can't be decrewed, and it's in the base sector (which banned arty units a while back) so it can't be hit by off-map. What is this? It's like whoever made this ability never played the game.
5. Precision arty. Oh look. An ability to stop anyone that somehow gets close to your city, or really anything at all.
It's not so much that it's blatantly OP (that counter arty sure is), it's that it goes against every single convention and game mechanic in the game. We've got un-killable static arty crews (against all other design) in the base sector (against design), that can auto-target arty units, which are supposed to counter emplacements, where the emplacements have increased HP and can be repaired by AFK units.
For a thought expermanet, let's apply this to OST as a tank commander. Let's see how dumb it is.
1. Grens can now repair vehicles (but not buildings).
2. Can now promote a vehicle to 'command vehicle'.
3. Command vehicles can repair nearby vehicles.
4. HE rounds. Tanks can now load HE rounds (for free) to counter AT weapons/inf.
5. HS129B-3 attack run. 75mm AT-plane does an attack run. Stuns/damages engines on hit.
This doc would be insane; you'd probably have a 100% win rate after 15min. It also ignores most of the design choices in the game (tanks not beating literally everything, needing support, etc.), invalidates expensive units (any call-in heavies), and would be generally insanely annoying to play against, since the game would always turn into a tank spam with a few grens to cover the flanks and repair.
*emplacement rant*
Emplacements, other than the MG emplacements and decrewable arty, shouldn't be in the game. At all. Period. As I've said a thousand times before, CoH is about maneuvering, flanking, tactics, and general mobility - not camping. Units that encourage this are counter to the games design, and really hinder the games ability to reach its full potential as a competitive game. Yes, this also includes FRPs. There isn't anything wrong with FHQs for healing/reinforcing, but being able to retreat to those positions destroys the core mechanic of forcing a retreat. Once a retreat loses its tactical value, there's no point in trying for one.
Suggestions:
Mortar pit - replace with normal mortar
Bofors - replace with something similar to the ISG/Pak Howie
17lb - replace with mobile AT gun bigger than 6lb
FlaK emplacement - replace with truck w/ Flak on it, but has setup time (and low HP).
Pak43 - replace with repair bunker
Schwerer HQ - remove weapon, massively increase HP/Armor (since it doesn't heal or repair things)
Watch the game become much more dynamic.
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Watch the game become much more dynamic.
Posts: 239
Since going to rank 4 in 2V2 as Axis I have played loads of different people.
The skill difference between a top 20 USF/Soviet player and a Brit player is INSANE. I have played top 10 brit players who are literally trash and rank 1000 with other factions. They are high with brit simply due to cancer doctrine. It's broken.
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It would also be almost completely symmetrical. The british faction would need to be completely redesigned from the ground up...it'd literally just be Ostheer with none of the advantages.
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British Doctrines:
Slightly Overperforming: Advanced Emplacements Regiment.
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1320MP + 36 popcap to counter 400mp mortar pit?
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Hahaha
A faction and doctrine that let's rank 1000 scrubs shut the worlds best players down is 'slightly overperforming'
if Advanced Emplacements Regiment is 'slightly overperforming' then old Tiger ace was underpeforming by miles.
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1320MP + 36 popcap to counter 400mp mortar pit?
Well, you failed to see few things.
1. It wasnt 1320 MP vs 400MP. It was 1320 MP vs 400MP + 450MP (Assembly with engis) becasie he sacraficed map presence for a building to make emplacemnt more powerful. Next time try to barrage assembly first.
2. Second thing is map presence. By barraging Pit, he almost always had 1 squad there to repair which means lower map presence.
3. Bofors with the upgrade died really, really fast.
4. Pit killed just 12 models so it kinda sucked so much for all the investments made to keep it alive.
So in other words, it's not 1320 vs 400.
It's 1320 vs 850 + lower map presence.
Ask yourself. You want to face Vickers, 3 IS, Bofors and Pit or Vickers, 3IS, Pit and anything mobile for 900MP?
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Emplacements in General:
Mortar Pit:
- Mortar Pit Auto-fire range reduced from 115 to 80
- Mortar Pit cost reduced from 400mp to 350mp
- The 2nd mortar weapon used for the barrage now has the same kill radius as the other mortars (bugfix)
The auto-fire change means that you must actually use micro to use the Mortar Pit to its fullest and the cost reduction helps offset the new micro requirement.
Bofors:
- Health reduced from 1000 to 720
The Bofors is currently slightly too cost efficient at 280/30.
17 Pounder:
- Pop cost reduced from 20 to 15
I think this change speaks for itself.
Advanced Emplacement Regiment:
Improved Fortifications:
- 30% health bonus removed
- Cost reduced from 75 munitions to 45 munitions
The armour bonus is significant enough on its own, requiring you to use grenades or artillery against emplacements if you don't have tanks. At the same time, 75 munitions is slightly too much for just the armour boost.
Counter Battery:
- Counter-Battery initial delay increased from 0-5 seconds to 10 seconds
- Counter-Battery cooldown between salvos increased from 4 seconds to 10 seconds
- Counter-Battery range increased from 250 to 1000
These changes will equalise Counter Battery performance across all map sizes while ensuring artillery has sufficient time to move before and between salvos.
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