Nerfing all of them would just make them useless, the 17 pounder is already almost never seen because of it's large pop cap requirement.
The Mortar pit can be instead replaced with a mobile 3.2 inch mortar team while the pit itself turned into a garrisonable emplacement, they could adjust balance from then on.
The Bofors if nerfed anymore would just again be just useless since only noobs can't deal with only a lone bofors emplacement, the problems come when there's a Sim City, remove the mortar pit, you effectively remove Sim City building.
17 pounder and Bofors have mobile alternatives and cannot be made into mobile weapon teams, only the mortar pit can be replaced with a mobile weapon team like I already said.
I think nerfing them any further is just not the answer to the problem and would only serve to in-directly buffing of the Axis since they will either have an even easier time dealing with them or won't deal with them at all since nobody will bother building useless units.
People will just continue to use the 6 pounder, Centaur AA if they need AA support against the Wehr Luftwaffe commander for example or go mobile assault for the fuel and heavy manpower costing land mattress but hey, at least it will be more mobile and less useless than the mortar pit, even in it's nerfed state.
+1 |
There is asymmetry, and then there is just a mechanic being retarded. I think this falls more into 2nd category. Diversity just for the sake of diversity is ultimately useless. I don´t know, but most changes that affected this game positively over the years had something to do with making units more like one another(for example making Volksgrenadiers more like Riflemen, or buffing the T-34/76 to have a chance against German armor), or just tweaking them a little bit to be more similar and consistent in their performance. And just so you know, vast majority of players DO NOT play high-level 1v1s. People, mainly in team games, have been suffering through this BS every single day.
In other words, just give the brits a normal damn mortar? The problem with pits is that they have to be overpowered cuz they can't move, which is a huge deal for indirect fire. It's really vulnerable to infantry breakthroughs and counter fire by 2 or more mortars. |
Have you read the post? The mortar pits could reach every VP, both fuels and both munis. He had a pretty decent army. I guess that is what happens when you can just sit back and recruit more stuff. All he had to do was get vision and I was immediately hit by 2 mortar pits, not to mention he sat on my cut-off with that SimCity, so even if I wanted to cap the other fuel, it would be useless and I just would get wiped by a Bofors on retreat. Even if you avoid the vision from the point, he can just bombard it blindly, it costs nothing, and with 2 mortar pits, he will hit something eventually. Like I said, I beat him eventually, that is not the problem. The problem is that someone with this little skill, with only his one "strategy", could waste 50 minutes of my time by an incredibly boring gameplay, while he himself had to do almost nothing. THAT is what infuriates me about this bullshit! It ruins the quality of the game, not the balance per se.
First of all, there's so much cheese in this game. Second of all, it should be fixed. But, how the hell did you let him build 2 pits? What were you doing all game in a 1v1? That's 800mp by itself, and a forward assembly, another, what, 280mp? With 1000 manpower you could easily knock that down before it even went up, or you could just spam the living shit out of mortars or mortar hts and stomp his pits with only a little more effort than he took to make them. If I sit in my base all day and let him make 4 isgs and a flakhq then call bullshit that's on me. |
What is this mystical kv-2 creature? Kappa
The teardown time should be removed. Period. Not like anyone ever uses it or thinks it's op anyway, except ullumullu but that doesn't count. |
Or you could just make isgs. |
Wow, just pull your head out of your allied biased ass.
A lot of people in this thread have busted you with proper stats knowledge and still you are simply whining about how OP Ost is. No reason to go on with other things only to get your butt kicked again.
Just give it a rest and chill.
The first line is true tho, even the part about 222 since they are still only 30 fuel. |
I'm not claiming they are ok for 1v1. They need work. Limiting them is not the answer though. I think brits would actually like a mobile alternative themselves.
OKW has the easiest time with ISG. Ost has harder time, but there are counters. Mortar halftrack being the best imo.
+1
When I play brits I'd rather have mobile options instead of emplacements, and I go with the aec and commandos instead, but that means I have 0 indirect fire, which is really frustrating.
As far as ost goes, mortar halftrack is a very good option, especially with the incendiary round and is basically uncountetable without aec to dive it until they get a Cromwell. Double GrW also does it as long as the crew doesn't bunch up and you don't stick both the mortars right next to each other like a lot of noobs do. You can always just recrew with pios if they get wiped.
Okw can also make their own simcity with isgs and flakhq and sanic repair speed sturmpios |
Exactly, and unlike a Calliope, you actually take a huge risk by bringing it up close, as it dies in a single shot. That is how it should work with rocket arty. Either make them have paper armor and good accuracy, or better armor and terrible accuracy.
Or the same accuracy at all ranges and 2x the survivability if you're the walking stuka because okw kappa |
Yes yes emplacements are stupid but they also suck ass compared to what you could do with those resources. I think they need a major, major rework, not just nerfing this or that. If he had two mortar pits and a forward assembly, he probably doesn't have much of an army, so just spread out and cap the edges (where fuel and stuff usually is anyway), making sure to avoid the vision that points give, and you can either build a howitzer in your base or a heavy tank to break his sim city.
I hate using emplacements and I wish they took some more skill, and were also a less all-in strategy, and more of a supporting element of the brits' army. However, nerfing them into the ground still doesn't make sense. They just need a major major rework. |
This. Think of it like this, every Kubel is 1 less Volk. Kubels don't scale past a few minutes...
That's not really how it ends up working though, in my experience using and playing against it, and I can say exactly why. The thing is, kubels don't bleed any manpower, and as long as you really go all in and crutch on the kubels, using the sturms very conservatively, you can end up with in excess of like 600mp by the time you set up your first truck. By then, you should have 2cp and can spam pfusies if you so choose or just roll with volks from there. Meanwhile, your opponent will probably be frustrated and bled hard, so you can take advantage of that. I even spammed jaegers once or twice. In theory, it's a stupid all in, but as long as you go ALL kubels, it really doesn't matter when they start dying. |