It's not the Bofors. It's the Mortar Pit, stupid
You could make the Bofors more balanced by making it a copy-paste of the OKW T4. That means:
- Increase HP
- Remove brace
- Remove barrage
- Decrease damage
- Increase suppression
- Increase price (MP & Fuel)
- Take away attack ground
Theoretically, the earlier arrival of the Bofors (vs T4 lockdown) will balance itself since (Bofors) Brits have the most incomplete army composition in the game, and OKW has the most complete army composition in the game.
However, even if you do that, people will still come back in the forums and (rightfully) complain. That's because it all starts with the Mortar Pit.
No matter how hard you try to change the Mortar Pit, it will always remain an all-or-nothing investment. What makes things more complicated is that it is the only indirect fire option Brits have under the sun. This means that:
- (single) Mortar Pits should work (since it's Brits only indirect fire, and it can't move)
- Spamming Mortar Pits will remain as rewarding as ever (if 1 is good, 4 is better)
- Result: Emplacement spam
My personal gripes with emplacement play:
- Brace completely nullifies infantry play
- Thus, the only counter to mortar pits are tanks (too late) and indirect fire (lame, since it's mortar spam both ways)
- It's all-or-nothing. Thus, the defender will feel the need to constantly spam emplacements so that he never loses the indirect fire race.
Campy playstyle is all about who is the king of artillery. That's because it's the other guy that has to attack your artillery (and gets shredded). Currently, with Mortar-Pit Spam and doctrinal/DLC stuff (micro-free repairs, counter batter, land mattress), it's the Brits. (there is no point arguing who comes second. The game should simply not accommodate such huuuge gaps in artillery performance to avoid just that).
NOTE: emplacements are mostly a teamgame issue.
EXACTLY. The bofor enables mortar pit spam and blocks any attack from infantry/support weapons/light vehicles till you can afford a tank. This means that the game slows down till you have enough resources to tech and pull out a tank or you are able to slowly and somehow kill the bofor (OH in this case get's screwed as their only option is to tech, smoke shenanigans or doc choices).
Problem1: Bofor barrage is 80 range, this is the same range as normal indirect fire choices (mortar).
Solution1: reduce barrage range. 70 means mortar would be mostly free to attack, 55 would mean AT guns are free to attack.
Problem2: with emplacements, there's practically no difference in performance between a 5000 rank guy and a top100.
Solution2.1: improve barrage across the board (this is for all factions). Fix the mortar pit issues (different performance between both mortars), reduce autoattack range to 80. Bring back different shells barrage options. Leave a 100/115 barrage option with normal shells and 130/160
lightshell (40/60 dmg) barrage*
*Before you scream about the range, reminder that 160 is the Pack howie 3 shell barrage, 130 is both 120mm and ISG barrage range (with vet).
Problem 3: bofor performance. As i said before, i don't think Bofors is the issue. If either idle or offensive performance are an issue seen by the community, i think that:
A) If input should be required, we could give it a 120-140° facing option (like MG in houses). This would deter attacks coming from one direction and we could leave offensive performance as it's now.
B) Reduce offensive power and give it suppression (make it work simil to OKW Flak HQ).