Barbewire exploit
Posts: 108
(and the subject is not about the game. He crushed me without that)
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Posts: 108
Anyway they doesn't die so fast when just with a little of time build. But i will try next time. It still a big loose of time. So an exploit for me. It sould not block mouvement when not finished. But if i am only to think that i'll live with it ^^
Posts: 170
so it proves what kind of player you are and how all your post about nerf soviet are not serious because not objective.
Anyway they doesn't die so fast when just with a little of time build. But i will try next time. It still a big loose of time. So an exploit for me. It sould not block mouvement when not finished. But if i am only to think that i'll live with it ^^
Putting up barbwire all around a point also takes time...
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I do this while playing Soviet too. As long as I use my time busy manually clicking for ghost wire, just buying opponent few second to shoot it down, what's wrong with it?
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Putting up barbwire all around a point also takes time...
You can just shift-click 4 times and you'll have a wired in point. With ghost-wiring, you have to manually place and cancel every single segment. It's a hundred times more macro intensive. And the opposing player can just order his unit to attack it and it breaks in 2 seconds...
The only time it works is when the other player isn't thinking and doesn't even try to hover his mouse over it.
Posts: 194
I'd classify this into the same category as canceling the stupid s-mines in order to build smaller patches cheaper - clearly an oversight on the devs part but probably going to be dumped into the "skill" bin because it likely won't get properly patched.
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IMO if it requires equal amounts of micro to both place and destroy then there is no problem
I'd think it costs less macro, actually. Just shift click each piece with a unit, and done. This as opposed to click for wire, direction, cancel, repeat.
Posts: 881
hmmm.. quite a delicate issue. should unfinished bunkers be passable aswell then?
Bunkers cost manpower, wire does not.
What about unfinished sandbags? With 5 conscripts out, you can quickly build a fortress of these I guess.
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Bunkers cost manpower, wire does not.
What about unfinished sandbags? With 5 conscripts out, you can quickly build a fortress of these I guess.
There is gap between each sandbag, and unfinished give no covers.
Posts: 108
Posts: 881
There is gap between each sandbag, and unfinished give no covers.
It will block vehicles though.
Posts: 108
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It will block vehicles though.
You just gave me an evil idea
I wonder why Lollypop spam ghost sandbag before, in Semois :roll eyes:
But still not evil enough in vCOH PE, don't cap or squad wipe in 1 second
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