No, it's bad game design.
CoH has always been about mobility, combined arms and constant movement on the battlefield. The entire game is based around this; capturing territory gives resources, cutting of connected territory denies enemy players resources, use of cover is key, smoke is key, the use of combined arms (i.e. using tanks to support your inf) is key.
The entire game is based around mobility; it always has been. Look at vCoH. The US were insanely focused on mobility, with only an MG bunker for defense, while Wehr also had an MG bunker, and a de-crewable, doctrine-restricted flak 88. Short of things like sandbags, wire and TTs, there was literally no way of 'camping'.
Then everything went terrible with OF adding brits. PE was generally an alright faction, but brits literally threw the existing (very good) design out the window. Suddenly you could build free garrisons anywhere that made the infantry immune to most types of damage. You had an AA-gun much like the PE flak turrets, but it couldn't be decrewed. You had an 88 (the 17lb AT) that couldn't be decrewed. You had a 105mm (the 25lb) that couldn't be decrewed. All of these emplacements were essentially existing units from other teams, but with the added benefit of the crews being invincible (excluding getting them to very low HP). Pretty much everyone called them out on this; that brits violated the core design of the game (mobility) and let "noobs" play a city building game instead of a tactical RTS.
Now look at CoH2. It's literally the exact same thing. Somehow, relic mad a great base game (Ost vs. Sov), then made a solid expansion (USF vs. OKW), and then learned exactly nothing from the entire ~6 years between the release of CoH1 brits and CoH2 brits, and did the EXACT SAME THING.
Except this time, it's somehow worse.
This is what blows my mind. Relic obviously has a decent enough level of skill to make a very solid game, and listens (well, mostly) to the community, but somehow did the exact same, generally disliked thing, twice in a row. And it's not even a case of "a brit faction will always be bad"; no, it's that CAMPING will always be bad. A mobile brit faction is entirely possible, even utilizing only the existing units (although, with some tweaks). Yet somehow, somewhere, someone said "hey, let's make them campy again"... "and let's fix the weaknesses in camping".
So now we have emplacements (again), that can only be RNG-de-crewed at low HP (worse), that have an "oh no im being attacked" invulnerable mode (worse), that gain the benefits of the "true-sight" system (no more looking through a building/wall/whatever for LOS)... (worse).
It has nothing to do with "your denial to adapt". It's patently bad game design which contradicts actual GOOD game design; and it's not even fun. Ask any high-level player (that plays brits) if they enjoy making a ton of emplacements; they'll almost all say "no, it's boring". Ask any of them "would you rather have a mobile AT gun/mortar/bofors like the other teams" and they almost all say "yes". Why? Because it compliments the gameplay mechanics (mobility and such) far better than static emplacements.
Now as the players at mid/low level what they'd prefer to play against: the current emplacements, or normal mobile stuff. Again, they'll almost all say the mobile stuff because it can be decrewed/destroyed easily. The ONLY people who enjoy this are the lower-ranked players that actually play brits.
And I know this for a fact; I used to be a low-skill brit player in CoH1, and did EXACTLY this. Yes, that's right; Brits, Scheldt, start #6. You bet I went Royal Arty and built 3-4 25lb guns and did nothing but creeping barrage. Why? Because "look at me, I'm helping with indirect fire support".
Then I got decent, realized it was crazy boring to play as AND play against, and started playing the actual well-made teams.
And now look at the new doctrine; the 'counter barrage' ability is broken on a fundamental game design level, and purely contradicts game mechanics that were put in to fix "arty land". Now we'll have:
1. Free Arty (brit tech base stuff)
2. In the base sector (where you can't build it)
3. That can't be de-crewed (so it can't be counter barraged)
4. That auto-fires on the arty that CAN be de-crewed, isn't in the base sector, and costs a ton
Explain to me how this is a lack of me being able to adapt, and not just horrible design.
It's rather simple.....
You don't know shit about emplacements yet you claim otherwise.
Emplacements on vcoh were decrewable alot if you used flame weapons or small arms fire (something apparently you don't know).
Also vcoh has never ever based around mobility,only USF was based around mobility not the game (just like the British are based around static emplacements and not the game itself).
The rules you brought forward aren't something to support your claim either because their just rules and each faction has a unique identity and exploit it based on their strength.
Then you talk about OF as if you ever knew why the British were bad,it wasn't because of the emplacements but because of the stupid debuff and vet system that promotes blobing a moving (ignoring features like cover).
But how would you know that you barely understand emplacements.....
And to end this replay in hopes of you learning I must remind you the arrival and the price of the emplacements (which also take pop) could not tolerate being one shotted by simple skills like the awesome good looking railway artillery and for that relic gave them brace.
Emplacement counters are indirect firepower (mortars,heavy artillery) and flame weapons use those tools and not tanks or simple unupgraded infantry everytime you encounter something (cause it ain't gonna work),and since you mentioned mobility USE IT emplacements are static team weapons they can't hold the entire map.