Thread: Bofors2 May 2016, 21:07 PM
I've played games, where we have considerable map control and around the 15 minute mark he starts sim city and then we end up totally losing because he was able to take a feul and build a bofors on it and then a bofors on the next vp and so on. |
Thread: Bofors2 May 2016, 20:31 PM
Aerohank, Please post a reply with you dealing with one.
I'm trying to learn and be open minded about this. But losing thousands of points of manpower a game to a static emplacment that goes down as early as 5 minutes and can't be dealt with until tanks is a pretty BS. |
Thread: Bofors2 May 2016, 20:16 PM
Multiple mortars doesn't seem to work. With my partner we use 4 all together in our build order and they are usually wiped out (only need to kill 3 models) or signifigantly damaged by the bofors attack or the counter barrage. This is also true for paks.
"Working around it, Panther, P4, Jagdpanzer, Tiger, Sturmtiger, King Tiger, Mortar Halftrack, Jagdtiger, Flame HT, Inc. nades+schrecks."
Above is a terrible idea and admission to this being over powered in the first place. There is nothing that axis can do about this emplacement until heavy tanks come, there is definately a power issue.
A bofors will kill a flame halftrack in less than 3 seconds.
ISG doesn't not out range a mortar pit and I've rarely seen a bofors without a mortar pit immediately beside it.
I've tried rushing double scout cars to partrol and make sure that they don't have a chance to even build it, but far to often they stumble apon on just getting finished and it "deletes" both of my scout cars.
This is a balance issue the bofors is way over powered. If it stays as is the build time should at lease be doubled. As it stands i've seen them as early as 5 minutes. And considering all the hard counters are medium-heavy tanks, I don't understand how someone can say that complete area denial for that price is acceptible.
Also, let's see some replays of effectivve countering. |
Thread: Bofors2 May 2016, 18:55 PM
What is the hard counter for this?
So far I've determined that it's not the following:
Mortars
Isg
Any type of infantry
Any flame weapons
Light vehicles
Paks
Racketen
Artillery
Mobile artillery
The only thing I've been able to use to with moderate success is medium and heavy tanks and by the time I'm there I'm dealing with british armour already.
I have not seen any cost effective counter to the bofors. Everything I've read to use as a counter costs a great deal more than the bofors in both resourses and micro. I don't think there is currently a more cost effective unit in the game.
Once the bofors has been placed it gathers mortor pits and at guns to cement their position. Most game this happens it is impossible to cut of feul and then I end up facing tanks in superior numbers.
I play mostly 2v2 AT lanning computers.
Anyone suggesting that this isn't a problem, please post a reply showing how you deal with this. As my friend aNd I literally lose nearly every game we see a bofors. |
wow |
Would any one consider dropping the pop cap on tanks in general? 1-2 cap per tank/vehicle to allow for more of a combined arms type of thing. I hate getting to the late game and feeling punished "insert light vehicle" made it to the end. |
It was the grenades that did it. 2 volks with schrecks trying to get close to shoot. I wish I saved the replay.
The point I'm trying to make is that it feels that OKW gernades are ineffective. Definately worse than rifle nades and apperantly much worse than avre nades. If the ability costs are the same should it not have a similar damage profile? |
Does anyone else find that some grenades wipe squads more consistently than others.
I was playing as okw the other day against the british and had 4 volks squads wiped by a grenade ability from an churchhill variant. Edit: 4 over the course of the game.
The ability has no warning and the equivalent ability on the sturmtiger is nowhere near as effective as this one was.
Should grenades effectivity and costs not come in line a little better.
I know the okw team grenade toss ability is a bit ridiculous and should be more expensive, but I find it's nowhere near as effective as a standard rifle grenade and there are usually 5 being thrown.
Thoughts? |
Whining and complaining without proper feedback is childish. People are discussing how to improve the game, and it seems that relic finally started to listen.
Soviet Snipers have been an issue since I first started COH2 and it hasn't been addressed, if anything it's gotten worse. |
Poll really needed for your uninstall thread?
Frustrated: no. Enjoy the game: yes, definitely.
Poll is totally nessesary I'm trying to give my feedback in hopes of some positive change down the road. I'm also a person that has been directly marketed towards with this game.
There are a lot of aspects of the game I enjoy. The voice acting for one is fantastic. |