From what I understand, this is because once the mortar begins its 2 second "wind-up" it has to go through the entire process of firing a shell. There's a 2 second "wind-up", the shell firing and then also a 2 second "wind-down". The entire process can easily take 5 full seconds or more to complete even after you press retreat. Easily enough time to get a grenade on the mortar team.
You could argue that heavily reducing or removing these times and substantially increasing "reload" could make mortars too difficult to wipe since they can retreat. I'm sure there are ways to combat that problem though.
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Post History of ShadowLinkX37
Thread: Delays in Mortars retreating17 Jul 2021, 18:43 PM
In: COH2 Gameplay |
Thread: How to effectively use IGs?11 Jul 2021, 21:46 PM
So pretty much title. It's a tumor way of using them, but next to your schwer they're basically untouchable. Using barrage I find it pretty lackluster because of the smaller AoE and increased scatter for RoF. Autofire is better for chipping infantry. In: COH2 Gameplay |
Thread: is kubel free mpahack to good?10 Jul 2021, 04:54 AM
I think all light vehicles have been given excessive abilities to compensate for them falling off lategame. Things like the WC51 and scout cars. The kubel is no exception. It would be "more balanced" with increase LoS instead of the ability. In: COH2 Balance |
Thread: Commandos1 Jul 2021, 00:19 AM
And here I was expecting a half decent thread from the title. /locked In: COH2 Balance |
Thread: LefH airburst shells are weird26 Jun 2021, 09:05 AM
My limited testing has revealed that in the rare cases of keeping vet 1, the enemy either ignores it or just stays in the barrage zone with their blinded vehicles. The aim of VP/point defence is far better served by regular fire mode as you cannot retreat a dead squad, nor do dead models replace themselves for free. Scott also takes full damage from aimed shots. I feel like any suggestion to buff arty currently would be met with screams of OP lol. But yes, this has been a problem with the mattress for years now. Why use WP rockets when the HE ones just kill your opponent. Now the same can be said for the LeFH In: COH2 Gameplay |
Thread: Flame thrower26 Jun 2021, 08:59 AM
IIRC they do do half damage to units in water, not that'd really be an issue though unless you find yourself in the unlikely situation of fighting dual flamers with no other small arms.
I experienced this the other day on rails when a player was spamming royal flamers at me when I was in the fuel trench. This should be looked at and fixed if possible. It's pretty shocking to see 4 flamers do absolutely nothing to a squad in a trench. In: COH2 Balance |
Thread: Ostheer 1v1 tips?26 Jun 2021, 07:03 AM
Let's not necro 1 year old threads. If you have questions or want to make a thread about ostheer, feel free to make a thread /locked |
Thread: Easy 8 and 76mm Sherman Can be buffed bit more I think.23 Jun 2021, 14:51 PM
In: COH2 Balance |
Thread: Bunkers21 Jun 2021, 08:05 AM
If small changes are considered petty so things like the above don't happen, then full on petty is what we need. The exact same concept was given to the jackson and now the calliope in the armor department so p4s would not bounce on them. I suppose those changes were also petty when they were talked about.
Glad we're on the same page that things should be balanced axis to allies instead of 1 side having 50 armor bunkers and the other dying to StGs. In: COH2 Balance |
Thread: Bunkers21 Jun 2021, 05:55 AM
??? I can't complain about things becasue I have a badge? Neither of those things justifies why they cost zero pop, not to mention the video showing a LGB which should AT THE VERY LEAST deal a pixel of HP to an enclosed bunker with 1 man. Grenades are intended to clear garrisons such as this IRL. Why not just give bren guns 90% moving DPS on sections since pfusi's get that on G43s. Alls fair right? In: COH2 Balance |
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