The maps aren't exactly the same in summer and winter, that's why.
Furthermore, that's would be a bad idea for those who want to play only on the winter version of a map for example.
Still, it doesn't justify having to waste two vetoes on a map. If I don't want to play on Moscow outskirts, then I don't want to play on Moscow outskirts - doesn't matter if there's some deep snow here and there (it was an example - I don't know if there's any snow on that map). |
The Bofors to its side will succesfully kill everything but heavy tanks. The only counter is either LeIG spam (which is unreliable because the mortar will kill your ISGs pretty damn quick) as OKW and double Mortar HT as Ostheer (which is only in Spearhead and another crap commander).
You want to engage the Bofors? The inf squad that finds the Bofors will die in > 80% of all cases. A Raketenwerfer has the same range so it will be torn apart by the Bofors before the mortar will do. Stuka zu Fuß does a tiny amount of damage to emplacements.
Are we even playing the same game? a Pz4 or a Panther will win against a Bofors. All axis anti-tank guns can safely attack a Bofors outside of its range. A leFH does a tremendous amount of damage to emplacements and makes it impossible to repair them without risking very, very likely squad wipes. Walking stuka obliterates emplacements that are not braced. A few spread-out squads with panzerschrecks will most likely destroy a Bofors, you just have to retreat them one by one when they get low. A single Bofors isn't going to live very long without being supported by mortars and stuff - and getting all that up is a very serious resource investment.
Don't get me wrong, I think that Bofors is a very powerful unit and its barrage ability is overperforming but claiming that you can't counter it is a l2p issue. The key is to make it brace. An unbraced Bofors with the ability on cooldown will get rekt by mortar halftracks, walking stukas and anti-tank guns. |
As a brit player I feel that the biggest problem is the barrage ability. It instapins and does SO MUCH FUCKING DAMAGE to everything that's not a tank. It also has the range of a mortar and doesn't cost anything. |
Jesus fucking christ, did people even read my original post? I'm ok with the crit being there but it works fishy on vehicles that are standing still or moving backwards.
I always thought the same thing, that this is not realistic. But then it came to me. The tank stands still or moving backwards and the driver gets killed, his body falls on top of the controls of the tank (the throttle is a lever) and that's why the tank gets to go forward at full speed.
That could happen in real life!
Yeah, but don't tanks have gears? If a tank is going backwards it's in reverse mode, so if the driver pushes the lever with his corpse it should still keep going back. |
*sorry that "no" is in lower case, I hope that doesnt sway the results.
OCD just made me explode into a thousand little bits.
Nah, just kidding. I actually went out of control ( ͡° ͜ʖ ͡°) |
I think it's kinda dumb that vehicles get out of control even if they die while standing still. It just looks so weird when a fully stopped vehicle magically starts charging forward because of the "out of control" effect. It's even worse when a vehicle is reversing and is affected by it - it instantly goes from reversing to speeding forward.
It's a small thing but it kinda ruins the immersion. Wouldn't it be a rather easy thing to fix? Lelic, pls? |
Well, it's a shame.
Relic has probably tried to forge a semi-immersive game and they've mostly succeeded at it.
Lack of native languages however is a biggie when it comes to these things. It's a very simple thing to implement but it appears to be overlooked for the sake of e-sport mountain dew twitch maymay doritos. |
Wouldn't it be cool to have this option in the game? I'm convinced that most of the players are completely OK with everyone and their dog speaking English but for me personally it's kind of an immersion breaker. I'm pretty sure there are others like me. Since this is not Dawn of War or Starcraft and we have fixed factions, wouldn't it be a neat thing to push the faction flavor even futher?
It's not that players wouldn't understand what's happening on the battleground. They still have the interface prompts. On top of that, it would be a nice little feature to get familiar with foreign languages. Some education while getting curbstomped by Volk Panzerschreck hordes (hopefully not for long) could prove nice!
Of course this should not be mandatory. A little switch in the settings menu to turn on native voices for all factions would be very welcome and I believe it would contribute to the general good of the game. It wouldn't require much work - considering all the voice files are already in game. USF and UKF voices from the English version of the game, SU voices from the Russian version of the game, OST and OKW voices from the German version of the game.
Think about it. |
Thread: Bofors11 May 2016, 13:51 PM
The key when dealing with a bofors or other emplacements is to keep pressure on them. To produce a working sim city - a bofors, a mortar pit and a foward outpost with repairs - a Brit player needs to spend at least 1130 manpower. That's A LOT and it means that a Brit player is at a disadvantage of not having an army that can easily penetrate frontlines to reach your counters. These counters are: walking stukas, mortar halftracks, ISGs, leFH 18 and later on Sturmtigers.
Brace doesn't last forever and forward assembly sappers die very easily to indirect fire. After that they're unavailable for a long time. The deal is to have more than one counter up at a time. Multiple mortar halftracks, ISGs or two walking stukas. You force an emplacement to brace and pound it hard after it's on cooldown. ISGs will obliterate any forward assembly sappers or other infantry repairing an emplacement. Walking stuka deals a TREMENDOUS amount of damage against unbraced emplacements. Mortar halftracks incendiary barrage forces an emplacement to either brace or soak up a huge amount of damage - preventing anyone from repairing it during that time. I forgot about the leFH. If it appears when a sim city is still up, it pretty much means that the Brit player is fucked. An Ost player should still have a bigger army at that time so that the Brit can't reach the leFH. The howitzer can carve up a sim city pretty good on its down, not to mention mixing it with other counters.
All the tools I mentioned apart from ISGs are unreachable/uncounterable by counter-barrage or the Bofors barrage.
I feel that people who complain about Bofors the most are the ones that rush emplacement clusters with volk shreck hordes or such. You can't just get a bunch of counters, fire them all at once and expect a sim city to go down. Learn the cycle of braced/unbraced. Keep pressure on a sim city to force it to brace and after it's on cooldown BLAST it. Make extensive use of mortar halftracks and walking stukas. Every sim city will go down if you do it right. |
It's why Guards should replace Penals as a T1 unit. SU severely lacks non-doctrinal AT infantry. It would pretty much deem conscripts useless, though - it could be prevented by giving non-doctrinal PPSh upgrade packages to conscripts.
I don't get what the purpose of penals is. It's pretty much the most flavor-less infantry unit in the game. I thought it would be pretty cool if they were redesigned to be something in the vein of Osttruppen - cheap and weak cannon fodder. |