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View Full Version : [2.309]Major bug on Commando off-map artillery barrage



sgb
4th Feb 08, 6:31 PM
Its been reported in the 2.308 bug list as well, but since it was missed I am reposting this here as well. The Royal Commando off-map 25 pounder barrage is currently set to 0 delay time! This is totally game breaking and makes the 1sec OMA and strafing run look balanced in comparison. This needs to be fixed ASAP as it's almost impossible to avoid it. It's good against vehicles too; I took out a full health PE PIV with it.

Wolfwood
4th Feb 08, 6:39 PM
I though the issue was with the Royal Artillery FOO arty? Cause I remember playing against Royal arty and the commanders arty would drop really fast, way too fast in my opinion. Did this happen to the commando arty too?

Either way, this needs to be changed. Maybe drop after 3 seconds, like OMA.

angriff36
4th Feb 08, 7:18 PM
Agreed. Had a game a while ago on lorraine where I noticed it, other team said nothin had changed so I just figured it was me. Replay attached. Although this was from 2.308 I watched it in 2.209 and it works fine.

Painmuffin
4th Feb 08, 7:37 PM
It's will be fixed next patch probably.

I really don't see the problem actually. Scorched earth has insta gibbing artillery that is extremely precise 200 munitions for a very long duration (2 minutes?).

But anyways, this is going to rack up a lot of shit. Commando artillery should be very quick, it sucks. A PiV getting killed by artillery, seems like hyperbole to me.

Show me how allies have a chance without using rangers or artillery to wipe out blobs and I will join the axis fanbois club.

tuffy!
4th Feb 08, 8:28 PM
I really don't see the problem actually. Scorched earth has insta gibbing artillery that is extremely precise 200 munitions for a very long duration (2 minutes?).the difference is that SE sector arty only works in controlled territory.


Commando artillery should be very quick, it suckswhat are you talking about? commando arty does not suck. there's nothing wrong with it.


Show me how allies have a chance without using rangers or artillery to wipe out blobs and I will join the axis fanbois club.i have yet to see wehrmacht blobbing much. if they do its nothing op. PE on the other hand, yes i agree maybe some mild anti-blobbing measures should be taken, but not in the form of op arty.

sgb
4th Feb 08, 8:31 PM
Who shit on your Corn Flakes? I know some people have blinders on when it comes to 'their faction', but to actually suggest instant off-map artillery is a good idea! The game turns into Missile Command for the British player once they get this. Oh, I think I'll attack here now - oops, 90% of my force just died instantly! PE still has some balance issues that need to be addressed, but - literally - having an 'I win' button is not the solution.

And sector artillery requires line of sight, is terrible against moving targets, and comes from one of the most situational doctrines in the game. This is the first I've heard anyone complaining about it. I suggest you chill and find another game to play if the current state of balance sickens you that much.

BoDyBaG2224
4th Feb 08, 8:31 PM
Whermacht blobbing Grens and Shreks was the main issue but the shrek nerf fixed that so that T2+KKC is no longer the only stuff you need to win.

However I have not seen this bug (probably because I've never used Commandoes) however I do know that the Lt's call in arty for RCA is bugged, and drops with the flares.

Vretsu
4th Feb 08, 9:06 PM
Confirmed. It is zero seconds.

I wonder how this happened?

Nintendochamp
4th Feb 08, 9:10 PM
Confirmed also. No chance to even retreat once you see the smoke. I usually play Allies, but the 3rd time I play Wehr since vCoH I get hit by the instant commando artillery. :wtf:

Vretsu
4th Feb 08, 9:26 PM
*sidesteps back to retail version*

:p

Sach
5th Feb 08, 2:39 AM
There some rogue relic dev that is determined for the allies to have a 0 sec OM arty barrage whether you like it or not :)

GerryHYH
5th Feb 08, 3:48 AM
I'm happy for the Captain Special FOO ability for instant arty, its 150 munition and doctrine based, plus captain is vulnerable...

Commando arty, hmmm, it only has 4 shells and cost 125 munitions though...

GodofBiscuits
5th Feb 08, 4:14 AM
No one should ever have instant arty, that is simply insane. Someone just fucked up the commando arty is all. 125 for very precise fast falling arty is fantastic. Everyone and the game needs to move away from the concept of easily spam-able arty.

lance81
5th Feb 08, 5:58 AM
I honestly think that 3 seconds is too long to wait for your arty to hit. Maybe 2 seconds would be better. Most of the time I find that my opponent can move out of the way of my Arty way too easily. I honestly think that off map arty is a waste of muni when using it against a mobile target.

PeterPeterson1
5th Feb 08, 6:08 AM
I'm happy for the Captain Special FOO ability for instant arty, its 150 munition and doctrine based, plus captain is vulnerable...

Commando arty, hmmm, it only has 4 shells and cost 125 munitions though...

Man what is with your lieunatnts. They cost nearly nothing in midgame. and if you loose him you deal a lot of damage with your arty it's more then fine. No side has the right of such a thing. what is 150 Ammo if he looses 2 lmgs or 2 schrecks or somthing else with this value. Not to forget the manpower! Please play Wehrmacht and then tell me you are happy 'bout this in a teamgame!



I honestly think that 3 seconds is too long to wait for your arty to hit. Maybe 2 seconds would be better. Most of the time I find that my opponent can move out of the way of my Arty way too easily. I honestly think that off map arty is a waste of muni when using it against a mobile target.

the arty is originally based to destroy defence. like bunkers or other things. If you want to kill some footies kite them over commando demolition charge.

lance81
5th Feb 08, 6:23 AM
the arty is originally based to destroy defence. like bunkers or other things. If you want to kill some footies kite them over commando demolition charge.

Thats not a bad idea but here is the thing. Every time I have tried doing that my opponent shoots the demo charge before he goes near it. It like they saw me place it or something....

PeterPeterson1
5th Feb 08, 6:25 AM
Yeah, if pe stands 3 sec arround the charge they detect it, but i smoke my commandos while laying the charge. most time it works!

hashinshin
5th Feb 08, 7:45 AM
Heh. Has anyone else realized at 1 second drop time an INSTANT retreat from the first second you see a smoke still lets you lose 5 men if you have only 4 squads ?

I wonder what 0 seconds would be like... is this the 'axis only gets to use tanks... heavy tanks... EVER' patch?

Oh well, this will be fixed soon enough and hopefully fire storm goes down to 3 seconds and the henschel gets a bigger kill zone. The hummel is an easy avoid... go artillery with britain and just counter fire if you don't wanna deal with them. I hear its pretty good now.

Nintendochamp
5th Feb 08, 11:52 AM
Nope because FF still rape Axis heavy tanks, so its more like the Wehr can't do sh#t patch. :rofl:

Painmuffin
5th Feb 08, 12:17 PM
I believe that artillery should be toned down, but should seriously deter the million panzer grens and regular Wehrmacht grenadiers. The Wehrmacht blob is the worst, cheaper to reinforce than the PE, better weapons, usually all vet 3. I just don't see why people don't get the message. Stop blobbing your troops, and they won't all die.

If you loose a squad of Assault grens or TB to an artillery barrage, you can survive from it.

Doing the real 125 munitions strike, just for a hasty retreat and seeing the entire force unscathed in about 2 minutes, is a major pain in the ass. When you are blobbing, don't you see all of your guys at once. So you can retreat, but you still loose guys. 0s Howitzer shot is a bit BS, it should be 2 seconds. Then everyone is happy.


No one shit on my cornflakes. I enjoy honey bunches of oats, thank you very much.

And about the FF....

The FF needs to rape tanks. Thanks to the free KT and JP, they can literally crawl up to a 17lbr, and hammer away at it. Within the firing arc, and with AP rounds. Dead 17lbr.

Penetration should go down a little, turret speed increase. Frick for frack.