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russian armor

39min to bring down one bofors..

8 Feb 2017, 12:12 PM
#1
avatar of ullumulu

Posts: 2243

Hello,

when u look to this replay:

https://www.youtube.com/watch?v=Dxxw5_TCAKg

we will see that one of the best player have much struggle to bring down one bofors...

it is really to strong...for its costs.

i mean..hero could easy build a new 300mp/30gas emplacment and could hold an other 40min the area.



its a to easy strategie...ur opponentn need t4 units and a long time to bring down this one emplacment.

and now imagine this if it well defended by a teammate in a 2v2....



and the joke: this commander bring a arti ability which take our your schwerer with one single klick.


yeah...why not?

u need only a bofors, morta and a AT gun to support it...and u can lock a wide area..and on 1on1 maps u can shoot mostly 60% of the map..
8 Feb 2017, 12:24 PM
#2
avatar of JohnSmith

Posts: 1273

UKF player went full defence on one point.
UKF doesn't lose their emplacements, as expected because he camps that point.
UKF player loses on mapcontrol due to camping.
UKF player loses the game.

Suprised much? Nope.

This is more of a stupid rage thread than anything.
8 Feb 2017, 12:26 PM
#3
avatar of ullumulu

Posts: 2243

UKF player went full defence on one point.
UKF doesn't lose their emplacements, as expected because he camps that point.
UKF player loses on mapcontrol due to camping.
UKF player loses the game.

Suprised much? Nope.

This is more of a stupid rage thread than anything.


Hmm..all that could compensate in a 2v2.

8 Feb 2017, 12:26 PM
#4
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 35

Bofors are not the problem!

ISG and gg


And the map is hard for okw vs brits.
8 Feb 2017, 12:27 PM
#5
avatar of JohnSmith

Posts: 1273



Hmm..all that could compensate in a 2v2.



Theory craft. Go play the game in 2v2 and post replays of yourself stuck in your theoretical game.
8 Feb 2017, 12:29 PM
#6
avatar of ullumulu

Posts: 2243



Theory craft. Go play the game in 2v2 and post replays of yourself stuck in your theoretical game.


I play only 2v2....and when u can bring down a well supportet bofors with 2-3 ISG...u play in a low level.

all time u try to bring down a bofors with isg...the mortas and counter batterien will work aginats u..or a rush from the teammate.

ur theory is bullshit in higher player lvl
8 Feb 2017, 12:31 PM
#7
avatar of JohnSmith

Posts: 1273

Post your replays then, it'll add a lot more than just theory-crafting. Right now, this still holds true:

*UKF player went full defence on one point.
*UKF doesn't lose their emplacements, as expected because he camps that point.
*UKF player loses on mapcontrol due to camping.
*UKF player loses the game.

Suprised much? Nope.
8 Feb 2017, 12:32 PM
#8
avatar of Tittendachs

Posts: 115

i agree bofors isnt the problem though! its the insane range of the mortar pits...
it counters regular mortars and isg's. only howitzer is effective but comes too late (8cp)
8 Feb 2017, 12:37 PM
#9
avatar of Puppetmaster
Patrion 310

Posts: 871

First the guy lost the game and had pretty poor map control. Sure he dragged the game out what did it achieve? Nothing.

Second, if Jove had built a Stuka instead of the KT, emplacements would have been gone long before hand. The key to the emplacement commander is killing the FHQ, since it removes the free repairs. He also could have force braced all emplacements with his off map, then just yolo run in 3 volks and flame nade just before brace runs out. Not much you can do about that, especially with the P4 / at guns assisting.

Third, you say its too strong for the costs. Are you talking about the base cost of the emplacement, or including tech costs, FHQ costs & munition costs for the upgrade?

Forth, since apparently John Smith is a low level player, care to post your own player card or replays of your high level games?


Edit: Also lol at Dane saying the JT needs buffing. Yeh lets buff it for 1v1 and make it batshit OP for 2v2 +
8 Feb 2017, 12:43 PM
#10
avatar of Svalbard SD

Posts: 327

Actually Jove could've destroyed the entire sim city twice throughout the match before he finally did kill the Bofors. But his timing with the artillery was bad -- it even felt like he didn't take the Brace period into account and instead of timing the artillery after Brace just kept trying to kill the Braced emplacements.

But even with that he was free to cap both fuels and VPs on flanks with ease as the British player had to keep focused on protecting the emplacements, so, GG.
8 Feb 2017, 13:13 PM
#11
avatar of Australian Magic

Posts: 4630 | Subs: 2

Last time I played against heavy emplacements at Faymonville, it took literally 1 minute to destory bofors and 2 pits.

Force brace -> sneak with cloaked raketen -> fire Zeroing + leFH -> Watch how all emplacements, glider and everything else dissapears <444>3
8 Feb 2017, 13:14 PM
#12
avatar of Butcher

Posts: 1217

The real problem is the invincibility feature emplacements come with in the form of the "brace" ability. This snowballs later when the Axis player tries to force a brace on one emplacement but the other emplacements (mortar pits + crewed Bofors) can destroy the Axis artillery faster than the Axis artillery can destroy the targeted emplacement. All this while the Axis player has to make sure to force the emplacements into brace and then constantly fire once brace wears off.

We can see this difference in micromanagement required in the featured game. Hero could have pushed into Joves base more than one time - all for having built four emplacements and going into spectator mode.
8 Feb 2017, 13:20 PM
#13
avatar of William Christensen

Posts: 401

If there was just a Bofor, it wouldn't have been a problem. However, the real problem here is the strong synergy between mortar pit + Bofor. Along with the Brace (Which more of an annoying feature than a problematic one, to be honest), FHQ with constant self repair, yeah, that's quite annoying!‎

The best way to deal with that kind of sim city would have been the Fortification Doctrine, but sadly, Jove didn't have the commander equipped, so it took him way longer than expected.‎
8 Feb 2017, 13:31 PM
#14
avatar of wuff

Posts: 1534 | Subs: 1

The entire core design of the Brits is that they're hard to displace once they've dug in, this imo creates boring and stale games (1v1).


8 Feb 2017, 13:51 PM
#15
avatar of ullumulu

Posts: 2243

And...why get this commander an ability which can easily destroy a schwerer? And bring a KT under 40%?

and ur own emplacment laugh on a stuka dive bomb while brace....

i mean when im right is the motor emplacment only a sandbags sourrounded place with mortars and a camo net on top.

from what comes this alien technology that it can face a 50kg bomb? normaly there would be a 10m hole...
8 Feb 2017, 14:07 PM
#16
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

jump backJump back to quoted post8 Feb 2017, 13:31 PMwuff
The entire core design of the Brits is that they're hard to displace once they've dug in, this imo creates boring and stale games (1v1).


And on teamgames as well.

The whole thing with simcity + Cancer commander is that it should require more player input.

-Mortar pits should had less auto attack range, but improve their barrage, cooldown specially.
-From memory, the auto repair dudes can't be targeted which makes it annoying to kill the Forward assembly. Let it spawn 0/1 popcap engineers instead. They should behave similarly to medics which "chase for repairs".
8 Feb 2017, 14:12 PM
#17
avatar of turbotortoise

Posts: 1283 | Subs: 4



And on teamgames as well.

The whole thing with simcity + Cancer commander is that it should require more player input.

-Mortar pits should had less auto attack range, but improve their barrage, cooldown specially.
-From memory, the auto repair dudes can't be targeted which makes it annoying to kill the Forward assembly. Let it spawn 0/1 popcap engineers instead. They should behave similarly to medics which "chase for repairs".


:hijack:
(I don't think the Bofors or brace is as big an issue as people make it out to be)


If the Bofors emplacement couldn't auto-attack, required player targeting and that "ability" locked it to a target, had cooldown etc, and we removed brace and gave it a larger health pool instead, would that be a better unit design conceptually?

Bofors should have an arc, like MGs, that requires player input to turn.


or something like this instead of a single targeted ability.
8 Feb 2017, 14:14 PM
#18
avatar of JohnSmith

Posts: 1273

Bofors should have an arc, like MGs, that requires player input to turn.
8 Feb 2017, 14:16 PM
#19
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2



:hijack:
(I don't think the Bofors or brace is as big an issue as people make it out to be)


If the Bofors emplacement couldn't auto-attack, required player targeting and that "ability" locked it to a target, had cooldown etc, and we removed brace and gave it a larger health pool instead, would that be a better unit design conceptually?


Bofor is mostly fine. Make it have an arc and done. And since we are asking for nerfs and nerfs, buffing the AT emplacement on some way should be done as well.
8 Feb 2017, 14:18 PM
#20
avatar of turbotortoise

Posts: 1283 | Subs: 4



Bofor is mostly fine. Make it have an arc and done. And since we are asking for nerfs and nerfs, buffing the AT emplacement on some way should be done as well.



Yeah, I agree.
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