Just as a reminder, the UKF is designed to get stronger as the game progresses. As such, although you were able to hold him your power curve had topped out and his was still growing.
No current Brit arty is game winning in and of itself right now.
Either prepare for the long game earlier, or win faster.
Hard to say more without replays as you have already seen. |
Oh please, lets say see it in this way. How harder and how much micro PIV takes to crush, now compare how much micro cromwell takes to crush. You will see that cromwell is 900000% easier.
Look at panther, look at comet. And so on.
Its not like british dont blob, or soviet dont blob or USF dont blob. All factions blob and there are blobers across all factions. Why then crushing should be only usefull and easy to make by allies? Not to mention that crushing usually force player to lose his vet troops in a seconds.
This argument seems to imply because one faction has a tank that is probably overperforming in the crushing role therefore no one should have crush. That is a false statement. Also P4 has blitz, try that when you crush you will be presently surprised.
Crushing isn't just very useful to Allies, I find myself using it regularly with German factions.
Also most Allied tanks are extremely vulnerable when they crush because of the amount of AT on the German side, and the number of snares they have now in the patch. |
Just for my interest. Why are people not able to do a normal poll without any psychic manipulations?
Many the polls I see on this board are biased as well as this one.

It might be a small thing to complain but it annoys me and it distorts results.
There are even worse cases that tend to be like this:
This fucking sucks guys, please stop it.
I think Cookie made the poll after the post was live... |
Make sweepers for Ostheer and Soviet Engineers bump up their repair speed to be on par with Sappers and Rear Echelon at 2.0 from 1.6. It's already hard to get a sweeper unit to veterancy 2 unless you want to make sweeping and building give squad XP which could also work.
I like this, would you also consider adding a backpacking option for Pio's and CE's to help them retain what little potency they have? |
This is amazingly slow, at every step, but I am glad it is being changed in the way it is.
Bulletins are a failed design. As such I would prefer to see them not stack because only a very few were useful in that regard anyway.
Bulletins might have worked as rare and few in number and been for additional units that could be added to your base buildings (e.g., MHT) or abilities for base units (e.g., non-buggy stun grenades for grens). Commander abilities would be entirely that, commander abilities with maybe very rare units like Tigers or Elephants remaining within. This would have alleviated the problem of reduced commander options from COH1 and would have also helped to reduce the problem of 99% of bulletins being worthless. Anyway, doesn't matter now since the problem is structural to COH2 and is not likely to change now. |
Making Bofors and Mortar Pits mutually exclusive MIGHT work for 1v1s. However it doesn't change anything for 2v2 and up.
IMO, the main issues regarding emplacements are the following:
1. Emplacements can repair at normal rate while they are braced.
Suppose you are DPSing an unbraced emplacement while the enemy repairs it. If your DPS is high enough, health will start going down. If it is not, the health bar will remain stationary or will start topping up.
While an emplacement is braced it takes -75% damage. This means that you need to, somehow, muster 4x the DPS to continue DPSing the damn thing.
2. Auto-repair synergises with brace too much
Brace + repair is not necessarily a terrible thing. Theoretically, you can still DPS the enemy's engineers while they repair, inflicting MP damage and wipes.
However, this trade-off goes completely off when you factor in auto-repair abilities (Standfast, or Advanced Assembly). The defending player can pop brace and risk nothing as his emplacements start to top-up to top health.
This needs to stop.
3. Infantry is relegated to a secondary role
Unless you are OKW (with flames and Schrecks spam), your infantry can do nothing vs emplacements. Thus, flanking with infantry only puts you at a risk of getting wiped by Bofors. This is extremely frustrating to play against.
(I'm not sure how OKW will fare post-patch now that Schrecks and Flame nades are on different units).
Solution
Brace denies infantry play. Thus, it needs to go. Thus, we need to find the right tradeoffs to make brace-less emplacements work.
Bofors can be a copy-paste of the OKW FlakHQ. If people are OK with the OKW emplacement, people will also be fine with a Bofors that also takes up popcap to deploy.
However, a Bofors without indirect fire support is rubbish (OKW at least has leigs, panzerschrecks, IR HT etc). Thus, Brits need mobile mortars. These mortars have no need for brace, since they can retreat. If you abandon your Bofors, you deserve to lose it, similar to how OKW loses their T4. Bofors could lose its attack ground to make it easier to counter, but it could be given a rotate function (to aid in the AA role / punishing reckless flanks).
Since relic designed mortar pits, we need to do something with them, otherwise Relic will reject the idea. The best solution is to make them garrisonable structures. Make them give decent defense bonuses vs indirect fire and decent offensive bonuses to garrisoned mortars. I am sure we can find a price/bonus to make it work. Sim city will become unviable since it would take up too much popcap to maintain this.
Also, an artillery called down on your mortar farm needs you need to retreat all of them + cede territory.
At the same time, a successful infantry flank + grenade toss in the mortar pit will guarantee a wipe. Thus, infantry is no longer completely useless. You only have to beware of the Bofors.
Finally, for the 17 pounder, just make it a copy-paste of Pak43. An AT gun should be vulnerable to infantry rushes, and prolonged exposure to artillery, but relatively immune to tank pushes. The 17 pounder is completely the opposite of what it should be with respect to its counters.
I think you make a number of very important points about the balance with these emplacements right now. I am not 100% convinced of some of your solutions yet, but I do agree with your analysis and would be open to try them in the balance preview.
Certainly emplacements make the game less interesting for the attacking player. This lowers player enjoyment. I don't see any reason in a game to make a situation where player enjoyment decreases because of a common strategy adopted by an opponent.
I do agree that 17pdrs are crap. They have a high pop cost, high investment cost, do not have the range of the longest TD in the game, do not come with stock shooting through wall abilities (which is all that matters since after 1 or 2 shots who comes back to fight a 17pdr?), and take damage from everything (further worsened by its already huge footprint and late arrival when arty is prevalent). To even this out it gets a flare, which makes you wonder, why wouldn't you be scouting for your 17pdr in the first place?
Also can we please have the firing arc of the 17pdr finally printed on the ground so everyone knows where the thing is pointing and what it can hit (like literally every other AT gun)? |
I understand the point. I don't now how the mechanic works exactly, but isn't Infantry diving out of a vehicle path anyway?
I am not sure I quite understand the question, but if it is how instant snares work it is when the shooter is actually crushed. Since there is no animation the game triggers the response, i.e., damage and possible critical.
If you are asking about rounding infantry up, indeed infantry attempt to dodge an incoming tank, which is predictable to a degree, and a player can force them into a narrow area and then simply touch them with the tank to kill them.
If we make infantry ignore vehicles that could actually make things worse by causing infantry to make very obvious targets and requiring more micro on the infantry player's part. The beauty of the individual decision making at the computer end is that it removes the need for micro on the player's part and also allows likely better options to be taken because the player cannot control individuals, only squad choices.
If I still missed it ask me again and I will try to answer.
Side note, tanks must be moving on some axis for them to gain crush. Stationary tanks can be touched by infantry without threat. |
+1
As much as I respect you as a strategist, I find myself disagreeing with your opinions.
OKW have more or less zero mortar smoke (unless captured one). This is traded for more accurate field howitzer fire.
While I do agree with you that lack of smoke requires accurate fire, I don't think that changes my assessment of the unit as fundamentally poor. The ISG works best when ignored, has extremely long range, and is highly accurate. This makes for a unit that is not well suited to COH2 where micro at a squad level should be rewarded. It is also in a faction that can utilize forward retreat and reinforce points and a big giant gun to protect it from flanking. All of this makes the unit a really boring and ultimately less interesting unit for the game. I would much have preferred a unit that required player input on both ends to make it interesting.
For instance the Pak howie has very short auto barrage, but long targeted barraged fire but few shells are actually launched. This makes the unit more like a mortar with better long range hitting power on occasion. It makes itself vulnerable for normal combat, which it has to be in to recoup cost, but can be used to hit distant targets reliably and especially as it vets up. Therefore, at times it is vulnerable to mortars while at other it hunts them. This unit is therefore a micro intensive unit for both sides, and plays fairly well. Though bunched squads getting wiped through FoW is stupid, that is not the unit's fault.
I hope that I can at least persuade you that, although as you pointed out, it is just an opinion you would agree a mortar is a far more interesting unit for COH than an ISG because of the amount of play and counter play involved. |
The barrage ability on the mortar should be off cooldown as soon as the rounds it uses are fired to encourage the player to micro shots in your scenario. |
Infantry crushing prevents handheld at from firing since the infantry are automatically moved and their weapons aren't able to fire when moving. No risk involved. In fact it is far more risky NOT to dive in for the crush when you see handheld at blobs.
This was the point. It gave clear counterplay to handheld AT. You could target an individual and try to prevent him from firing. In exchange you left your tank very vulnerable to rear shots or snares, and you required high amounts of micro. The other player needed only decide when to retreat. Or, if you were near a building you could jump in and fire then jump out another door.
I fail to see how giving players a tool in which to deepen the game is so broken that it needs to be removed now. The problems that we are dealing with are specific to only a couple of tanks and not to the medium tanks as a whole. |