It works fairly effectively however you need line of sight on the target for closing the pocket to work. However when activated all the points that are closed give a decent amount of LOS, but it is still something that should be considered. I know it will kill a normal emplacement out right, but I'm not sure against braced or the new fortification commander. Pretty much the higher the game mode you go, the better the commander due to more LOS abilities.
Since when did they make Close the Pocket need vision? |
And they removed the crew.
How is that a nerf? That's a fix for an exploit. People were artificially reducing upkeep by disembarking during cooldown. |
10/10 would read rant again
+1, they're just milking cash from the community now, by any means possible, and breaking the game, one patch at a time |
How is CalliOP bad? They just removed the 3rd barrage did they not? It's the first barrage that did the most damage anyway. No one sticks around for the 3rd barrage anyway; they have retreated by then. |
outside of 1v1, closing the pocket can actually be pretty effective, proving you can get it to activate, and since most Brit players by the time of the game has the forward assemble, he'll retreat there and not have enough time to react (since arty will be coming on it before the squads get there)
So pretty much it's great for cleaning up the sim city and infantry.
But since it's closing the pocket, it's very map dependent
This is an interesting idea. Will try it with cheat mod today. |
DEVM murdered Jove when he tried to use emplacements (with the emplacement commander) just a few hours ago in the ESL quater finals. DEVM didn't even need to chose a commander up until the lategame where he called in a tiger instead of a second panther.
It might be counter-able, but it's not fun to counter. I don't play this game to spam out 3 mortars and camp and exchange barrages for 20 minutes hoping to win. This game was never about static emplacements and campy play. Also, DevM faced Jove on Crossing. It's a big map. When the Bofors was plopped down, DevM ignored that side for a while. On some maps, you don't have that luxury. I know you're just trying to be positive, but honestly man, SimCity makes for boring and cancerous gameplay. |
I would say, after this weekend, the biggest counter for sim city is to play allies OR press alt+f4 ingame.
You Sir, are correct. |
1. "Counters exist"
This is a non-argument. It is a unit that is not invulnerable. Therefore it can be destroyed. Therefore counters exist. I want a 90 manpower MG42 with 20% increased range, instant pin, and 4x the damage. Since molotovs, smoke, grenades and mortars exist I guess this would be balanced in your book, since existence of counters apparently immediately invalidates any discussions of a unit's effectiveness and gameplay impact.
2. "Just cap the rest of the map"
1v1 maps can be very small and some 2v2+ maps have an insane amount of chokepoints and good mortar pit spots. Try capping the rest of the map on Kharkov or Rails. This is more of a map design issue but ultimately since the game is played on these maps, and since it's unrealistic they will drastically change all the maps, then the units and abilities should be designed around the current map design, not for some hypothetical vacuum.
3. "Emplacements mean less map presence"
Absolute myth. Let that mortar kill 12 Grenadier models during its lifetime and it more or less paid off for itself through reinforcement costs. Everything after that is a NET POSITIVE, it means your mortar pit allows for MORE British squads on the field than German ones.
When you have an infantry squad that inflicted 20 casualties you must ask yourself how much reinforcement cost went into it to get there. Not so for the emplacements. There is some opportunity cost of having to dedicate engineer to repair ( a very cheap squad to create and reinforce. ) except the sim city commander now allows you to go without that as well. Whoops.
In fact, I would argue that emplacements can translate into more map presence having locked down a part of the map, the Brit player can afford to send their mobile elements farther out. If the Axis attacks the emplacements they can't do it piecemeal, they need to invest constant pressure involving significantly more micro and more units in well-timed combined arms attack. which means it is Axis whose map presence is impaired.
4. Emplacements are balanced.
Who gives a crap if they are or aren't? That is besides the point. The point is that a game that is ostensibly about positioning, maneuver, combined arms and flanking ends up being about two people lobbing shells in a parabolic curve at each other from across half the map, watching hit point bars slowly go up or down for minutes at a time.
Oh except you can't do that either because counterbattery. Whoops.
This +1000 |
I have not found emplacements to be OP. They do take time to kill, but they would be completely useless if you could kill them easily; like what you see with the 2cm flak AA emplacement.
Edit: I might however change my opinion if the new commanders prove to energize too well with emplacements.
Such static game play shouldn't be in the game at all. It's annoying AND boring as f*ck to play against. Doesn't need micro, besides repairs.
Much fun, very tactics. ResidentSleeper |
Good job lelic
CoH3 when?
What makes you think CoH 3 would be any better?
He's being sarcastic
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