I don't know if it's a bug or not (or maybe working as intended) but I think if it has building time, it should not block units before it's complete.
As a bonus I give early-game OP kubel.
			OKW Wire
									27 Sep 2014, 20:04 PM
				
	#1					
								
					
				
		
Posts: 4630 | Subs: 2
									27 Sep 2014, 20:07 PM
				
	#2					
								
					
				
		
Posts: 431
You can do exactly the same thing with USF tank traps. This needs to be fixed in general and not only for OKW.
			
		
									27 Sep 2014, 20:09 PM
				
	#3					
								
					
				
		
Posts: 309
They can be destroyed with small arms fire when they are not complete. But yeah its pretty dumb anyway. Been in the game since forever, even coh1.
			
		
									27 Sep 2014, 20:18 PM
				
	#4					
								
					
				
		
 
    		            							
			    		Posts: 985 | Subs: 2
I requested some time:
-All uncompleted defenses should be transparent.
-All uncompleted defenses should to go through.
			
		-All uncompleted defenses should be transparent.
-All uncompleted defenses should to go through.
									27 Sep 2014, 20:26 PM
				
	#5					
								
					
				
		
Posts: 954
Ghost road blocks, work as intended for 7 years.
			
		
									28 Sep 2014, 04:35 AM
				
	#6					
								
					
				
		
Posts: 2742
That was fixed in vCoH iirc...  Except as a bit of a kludge.  Enemy units would instantly delete unbuilt structures as they touched them, causing no breaks in pathing.
			
		
									28 Sep 2014, 04:55 AM
				
	#7					
								
					
				
		
Posts: 292
It's a little silly that REs can't cut these.
			
		
									28 Sep 2014, 05:37 AM
				
	#8					
								
					
				
		Posts: 467
Same thing for those giant soviet doctrinal TTs
			
		
									29 Sep 2014, 10:15 AM
				
	#9					
								
					
				
		
Posts: 4630 | Subs: 2
It should be built from left to right, not whole barricade and then finishing it.
It is like Soviets mines were planted just after selecting place to plant them without waiting for bar to finish.
			
		It is like Soviets mines were planted just after selecting place to plant them without waiting for bar to finish.
									29 Sep 2014, 11:40 AM
				
	#10					
								
					
				
		
Posts: 589
on a somewhat related topic, IMO capture points should be "passable" so tanks don't get stuck on them..
			
		
									29 Sep 2014, 12:11 PM
				
	#11					
								
					
				
		
Posts: 121
They should be vulnerable to small arms fire when under construction, just like in CoH 1. two or three shots should destroy these things.
Had a game where ~some user from this forum~ spammed these in front of every unit I had bugging the pathfinder of veihcles and at base entrances, it was ridiculous.
			
		Had a game where ~some user from this forum~ spammed these in front of every unit I had bugging the pathfinder of veihcles and at base entrances, it was ridiculous.
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