Thread: Bofors16 May 2018, 06:25 AM
I'll admit I don't see bofors often, but all my memories are of them wiping my infantry, even if I instantly retreated.
I just tried cheatmod though, and it definitely struggled to stop a single squad from approaching, let alone 2. It could perhaps stand to have flak halftrack levels of suppression.
That said, I detest British emplacement design so much I'm fairly happy to pretend that faction was never released.
Also, as a side note, the difference between balancing asymmetric factions in COH2 compared to other RTS games is RNG. COH2 is designed around it (to a very complex degree) to provide a rich micro strategy, while in most RTS games you can easily tell with a high level of certainty which unit will defeat which.
Just because you don't like a certain Army doesn't mean that it shouldn't be fun and brought to other Armies' levels.
And the "emplacement design" should be an option, like with Anvil and Hammer, instead of forcing you to rely on the mortar pit for indirect fire support for example, which I agree with you on.
As a side note to your side note, CoH has more RNG involved, CoH2 has less of it due to the competitive community's complaints. That's why I consider CoH a more gameplay realistic game than CoH2, which arguably is a bit more historically accurate in the way units and mechanics work compared to CoH.
But still I'd rather take somewhat of a realistic and fun game than a competitive tryhard, pseudo "historically accurate" game which is trying to be more like StarCraft 2 with every other patch. |
Yeah, just replace the entire USF with the US Army from CoH but keep the new units like the Jackson. |
Where the hell did you see volley fire in CoH?
The closest you got was the BAR Suppression but it was tied to the upgrade and only the Rifles got it.
Doesn't make sense for Cooks and Drivers to be able to suppress an enemy and act as a light MG squad and for trained Rifle squad not to be able to. |
the 25 pounder isn't "free". you at the least need to spend munition on the barrage.
Neither the 25 pounder nor the major measure up to the axis rocket artillery, much less the on map howitzer.
And it's not like the panzerwerfer or the stuka are "weaker" than the howitzer.
The howitzer's main advantage is safety. On most map you can plant a howitzer next to your base and still cover most of the map. Rocket artillery require the unit to get closer.
Neither the British nor the US IRL really used rocket artillery, during WW2 or afterward. Both countries had already mastered the art of fire mission and there was no real need for rocket artillery.
By contrast both the german and soviet gravitated toward rocket artillery because it was easy to use and have a low skill floor. The soviet lack radio equipment and rely mostly on pre-planned barrage. The german were hardy better and moved toward Western howitzer doctrine post war.
This is why both the british and USF in game have Howitzer as their strongest tech artillery, because it was what they were good at. Instead of rocket artillery or on map howitzer, both the USF and UKF get pseudo off map howitzer.
The item itself is free.
I didn't say anything about using it.
But still I'd rather pay munitions than fuel and manpower. |
Thread: Bofors14 May 2018, 16:57 PM
Every single C&C title with exception of first.
Halo Wars(yeah, I know, a stretch, but still).
Whole homeworld series(Desserts of Kharak included).
AoE nline when it was still alive(no gear stats mode).
Supreme Commander 2(don't know much about 1).
CoH1 to an extend(plenty of cheeze, but there are ways to counter it all).
Now, try not to lose your shit here:
DoW3 last balance patch.
For one reason or another I am not too familiar with C&C apart from my limited experience with Generals and hearing a lot of good things about Red Alert 2, and a lot of hate for Red Alert 3. But none of the praises for those games were related to the question at point here.
Halo Wars is arguably a big ass stretch.
Never played Homeworld but again, never heard anything related to the question at point here.
No idea about AoE  nline but since it's no longer working...
I am surprised hearing that about Sup Com 2 because many people prefer the original, including me, so I'll take it as your own opinion which I am not bashing or anything but once again I've never heard anything about it that concerns the question at hand here.
CoH to an extent has that and I will agree with you here however, the British are really pushing that extent if you ask me.
Yeah, DoW3 caught me off guard, I'll look into it. |
Hahahah I’ll keep that in mind.
I’m talking about concentration barrage, the British don’t get it by default, you have to take royal artillery to get it. I get that the Germans pay fuel for an lefH and thats part of my issue, royal artillery regiment acts as a ‘artillery counter regiment’ not ‘artillery regiment’ so the Germans spend 50 fuel on an lefH and I squash it with airburst and 25pdr fire. That’s no fun for anyone, it’s a no brainer boring counter for me and they just wasted 50 fuel because it destroys the gun. I’d rather concentration barrage act identically to an lefH barrage without airburst and cost say 30 munitions a go to scare off some mortars or machine guns cheaply like it does for axis and force me to counter the LefH properly rather than it acting as the no brainer lefH squasher it is now.
The tommy flares are fine, let them keep the airburst but make it work and perhaps make the guns aim faster.
Unfortunately I think the only way to fix the mortar pit right now is just to give British a mobile mortar that can garrison a pit for a buff (more range and a second mortar) the issue is that without cheap artillery and without a mobile mortar, brits get countered hard by both, mobility is key as always, brits can still be defensively oriented but they’d really need this, especially for deploying smoke to attack. They gave USF a mortar team because they needed it even though they had the howitzer already, I think especially with the meta working as it does now, a mobile mortar team is as essential a unit as a machine gun (which OKW also got because they needed it)
Ah, I thought you meant the ordinary flares the IS get.
As for the Artillery Regiment ones, then I can't state my opinion on that because I have limited experience with those due to obvious reasons.
But yeah I agree with your point about the regular IS flares.
And lastly, I like the way you think about the Mortar Pit, those are more or less my words whenever there is a discussion about it. |
Thread: Bofors14 May 2018, 13:09 PM
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Multiple RTS games with SC2 on top seem to do the job just fine.
Besides SC2 and Warcraft 3, which other are these "multiple" RTS games that do both? |
Honestly I think part of the best way to make British artillery relevant would be just to make it (especially the regiment) actually work, it’s always had bugs like the 25pdr having less blast radius than a frag grenade but that’s fixed now. I personally think airburst should get some kind of crit damage, it’s meant to make the barrage more effective against infantry but it’s worse than the shells, so many times have I seen airburst land directly on a squad and reduce every member to half health without killing anyone. If you’re stupid enough to leave your stuff to stand in an airburst volley for 30 seconds whilst they aim at you, your stuff should die.
The recon flares are garbage and random, they should either be drawn towards concentrations of units to make them reliable or you should be able to place it like the soviets can. Especially seeing as now that you can’t place concentration barrage in fog of war, it’s the only way to make the barrage useful.
The issue as well is that everything is soooo goddamn expensive. Now that you need vision to fire it, it costs you 160 munitions to fire (because you need the flares) to essentiallly do what the LefH does for free. They should either get rid of airburst from concentration barrage and make it cost 30 munitions or something, you just can’t keep up with LefHs when it costs you all of your munitions. Or better yet leave it as it is and make the LefH and ML20 cost munitions to fire. The sexton is fine, could maybe use a tad more range as it basically has the same range as a jagtiger and lefh’s just can’t be touched by it.
Despite all this, I still think royal artillery is the most playable commander right now as it’s the only one able to deal with LefHs reliably if you have a friend with recon. Basically British with the best artillery would make them overpowered yes as they are defensive and you need to be able to break that somehow. But what little they do have should actually be competitive and useful.
In the future I suggest you avoid confrontations with a particular person whose name starts with "u" because they are well known Axis fanboys on here.
And for the record, you're comparing something the British get by default and basically for free to something that the Axis get doctrinally and by having to pay fuel and manpower for it.
But yes, overall I do agree that they either need to fix the pit or the 25 pounders at the very least. |
I used to have so much fun with cheeky drive-by shootings with vickers-k’d infantry sections in an M3. Poor mg42s never knew what hit em. Now I don’t really use that commander tho as the ones with commandos are better I think.
Yeah I replaced Special Weapons with Vanguard a long time ago as well. |
Thread: Bofors14 May 2018, 08:49 AM
For the most part the balance team has done an excellent job. I have been playing since release and feel that the game is more balanced now than it ever has been (although the factions are much less unique than they used to be).
Everyone knows relic sucks at balancing and eventually hands the game over to the community because they can do a better job. It happened with coh1, it happened with coh2, and it will happen with coh3. I for one welcome our new balance overlords.
You want balanced Armies or do you want uNiqUe Armies? |