The claim that bofor demolish everything in 1s is purely lie and act as an excuse for axis player that cant hit R hotkey in time the fist time their blob encounter a bofor.
It take on average at least 10s for a bofor to wipe a full heath gren or volk, and i'm talking about the current version of it, tested in cheat mod.
After the fist contact, any thing move in to bofor range and die in there is Simply l2p. |
Before the patch it was simply demolishing all in 1 second and you were fapping to it I guess...
And you are among the guy who charge bofor by gren without smoke, i guess. |
MY VolKS Blob DONt HAve Smoke sO ITs OP!!!!!
I had a game yesterday, take last chance to play advance emplacements regimen before it got removed from the game. I saw two obers, each have two models left, retreat through my bofor and not dropped a single model. I'm pretty sure that the bofor is Woking "as intended". |
I think adding ability's would be a good way to buff emplacements without totally changing how balanced they are, as increased durabiilty can do.
the land mattress would pair nicely with a defensive commander like this and give an opportunity to tune that unit a little more, right now its a little below par.
I think the one issue would be that emplacements are being nerfed so hard I'm not sure that the abilities will be entirely useful on weak emplacements.
yeah, emplacements has come through a long way of neft. Fo now, emplacements are barely "useable" and can be countered without much difficult, while i can manage to use emplacements sometime, there are many player out there still refuse to L2P. The 1.2 patch is basically delete bofors anh empalcements commander from the game and 1.3 patch save haft of it. i belive ultility is the righ way but if they keep nefting empalacements, nothing will be able to save them anymore. |
Nothing much to say about this commander, most player hate it, i play mainly UKF and i dont like it too. It is both unfun to play with or again. It was once OP but quickly received mutiple neft alongside the neft to the emplacements it base on. And, with the upcoming neft (again), i'm pretty sure that the commander wwill dissapear from the game. SO, i hope that the mod team wwill take a look and do something to save this commander, to fix it, .
Here is my ideal for the rework.
"Royal garrison - artilery regiment" or "Garrison regiment" - yes, the fist thing i want to change is the name of the commander, i hate the old name, it give cancerous feeling.
0CP: Defense operation(rework)
- Royal engineers can now built MG bunker(like the one in the base, or copy usf fighting positions) and tank traps.
- Infantry sections now can lay razor wire anf plant light AT mine (echlon's mine).
- If not, this ability can stay unchange.
0CP: Mortar flare.
- Mortar pit now can fire recon flare, similar to 17pdr vet 1 ability. The range can be somewhere betwen barrage and smoke range.
3CP: 40mm AP - tracer round.
- Bofor gun emplacement gain the ability to fire a quck burst of AP - tracer round on the targeted vehicle (vehicle only), increase range, pen, damage and affect depend on type of target. Total amound of damage from this ability will not more than 1 - 2 AT shoot, stun or jam medium tank's turret. The vehicle get shoot by this ability wwill remain visible for the next 2-3 seconds, evnt in the FOW (tracer affect)
8CP: 25 pounder gun emplacement.
- I know it is difficult but if possible, i realy wish this thing from coh1 can make it back to coh2, all units mod already created a beautiful model of the 25 pdr pit.
- If not, this slot can be filled by land mattres.
10CP: Precision Barrage.
- The only ability i want to keep from the old commander.
In general, this commander is an defense oriented commander, provide UKF's emplacement with new ultilitys which actualy usefull and required player input, instead of auto play durablelity like before.
Thank for reading and please give some feedback. |
I dont want cromwell to be op like before but i think improve it AI wont broken it. For now, cromwell AI is okish but nowhere near outstanding, more accuracy MG and AOE for main gun will really help. Cromwell main gun use the same HE shells with Sherman so their performance should be close to each other. |
Nah, acceleration is not the main concern on whether you are a good crusher or not. The real deal is rotation as it allows you to crush squad once they move to a side.
Cromwell been OP was a compound factor.
-Tank commander granting xp gain, therefore faster vet.
-Cheap cost. Small size (18 which is equal to T70). 80 range smoke shells.
-Rotation equal to old M10. USF levels of moving acc. Better scatter.
The AI from the Cromwell didn't come from the gun, it was the mobility for crushing.
And most of these factors are gone, now cromwell is a mediocre tank but have a pretty small window of opportunity before p4 come. |
well that cause its cheap tho
Sure. |
Alongside the scatter issue, reaction time is also a serious problem, i can hit a moving blob with kat, pzwefer or stuka, but cant with mattress. Mobility and survivability, too, mattress range required it to move pretty close to the frontline to work and it can be decrewed by small arm. |
I think Vipper is comparing Penals with G43 PF. PF without G43 is weaker than Volk. G43 upgrade require T1 or T2.
PF is not a call-in unit in current patch, you need build it from T0.
It's my bad, i'm aware of PFs upgraded required T1 or 2, but forgot about the call in issue. Still, they are cheaper than penal, can come earlier than penals (sov need to built special rifles command to buy penals) and have more utilities than both penals and volk. |