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russian armor

July 5th Hotfix

5 Jul 2016, 07:25 AM
#1
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 35

July 4th Hotfix

Bug Fix

Fixed a bug causing the combined Arms bonus to stack with each nearby unit

https://community.companyofheroes.com/discussion/comment/250381#Comment_250381
5 Jul 2016, 07:28 AM
#2
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

i really do not get why they would not fix usf mortar.

they must abide by their lengthy QA process religiously no matter how flawed the process and imbalances may be.
5 Jul 2016, 07:38 AM
#3
avatar of Tric
Master Mapmaker Badge

Posts: 1466 | Subs: 4

USF mortar remains untouched...
jan
5 Jul 2016, 07:45 AM
#4
avatar of jan

Posts: 7

What is the problem with USF mortar?
5 Jul 2016, 07:55 AM
#5
avatar of Katitof

Posts: 17875 | Subs: 8

jump backJump back to quoted post5 Jul 2016, 07:45 AMjan
What is the problem with USF mortar?

The usual, it performs better then axis equivalent, the argument that "its costs more" falls on deaf ears :megusta:

If the range bug is still there, it should be fixed, if its not, well... should have 60 range and be done with it.
5 Jul 2016, 08:01 AM
#6
avatar of Blalord

Posts: 742 | Subs: 1

Cause 40 mp more justify this murder machine .... right ...
5 Jul 2016, 08:02 AM
#7
avatar of Tristan44

Posts: 915

Sorry this is a little off topic. But when did the b4 doctrine get nerfed?! It doesnt have the same effect it use to!
5 Jul 2016, 08:03 AM
#8
avatar of Schmitz

Posts: 88 | Subs: 1

jump backJump back to quoted post5 Jul 2016, 07:45 AMjan
What is the problem with USF mortar?


After it hits a unit, it continues to 'see' that unit even if in the fog of war (like the OKW infrared haltrack) and will auto-fire on it.
5 Jul 2016, 08:14 AM
#9
avatar of Jespe

Posts: 190

Mainly play US because of the mortar. If you don't do any mistakes its insta win agains ost. and in 2vs2 with Britt-vickers and us-mortar the ost don't have anything else but to try to mad or ostrupp them.

Killing fish in a barrel is still fun.

Edit: and because of the FOW tracking with mortars OST can't even relocate the MG42 effiently...
5 Jul 2016, 08:16 AM
#10
avatar of Katitof

Posts: 17875 | Subs: 8

Cause 40 mp more justify this murder machine .... right ...

I've never said its fine.
I've already said I'd like it to have high lethality, but only 60 range to force aggressive use and exposure, making it effective alternative vs garrisons and HMGs, but not superior to other indirect fire weapons, especially PACK howi, which should be superior piece here.
5 Jul 2016, 08:35 AM
#11
avatar of Dangerous-Cloth

Posts: 2066


The usual, it performs better then axis equivalent, the argument that "its costs more" falls on deaf ears :megusta:

If the range bug is still there, it should be fixed, if its not, well... should have 60 range and be done with it.


It also has fog of war bug that makes units visible for their entire existence after it attacked them once.
5 Jul 2016, 08:41 AM
#12
avatar of Katitof

Posts: 17875 | Subs: 8



It also has fog of war bug that makes units visible for their entire existence after it attacked them once.
That too if its a thing.
5 Jul 2016, 08:53 AM
#13
avatar of Dangerous-Cloth

Posts: 2066

That too if its a thing.


It is
5 Jul 2016, 09:12 AM
#14
avatar of Firesparks

Posts: 1930


The usual, it performs better then axis equivalent, the argument that "its costs more" falls on deaf ears :megusta:

If the range bug is still there, it should be fixed, if its not, well... should have 60 range and be done with it.

260 mp is nowhere near expensive enough for how good the USF 81mm is. It's the fastest firing and most accurate mortar in the game. It also have the best veterancy among mortar as well. it would need to be ~320 mp to justify its current performance.
5 Jul 2016, 14:04 PM
#15
avatar of Superhet

Posts: 132

How was this bugged mortar let through testing? and why didn't they hotfix it now? O_o
5 Jul 2016, 14:23 PM
#16
avatar of Australian Magic

Posts: 4630 | Subs: 2

All hail to Lelic and their inability to switch 81mm mortar for 60mm :foreveralone:

How was this bugged mortar let through testing? and why didn't they hotfix it now? O_o


Becasue it was 60mm mortar which was tested through preview yet Lelic has put 81mm in the patch :snfPeter:
5 Jul 2016, 14:24 PM
#17
avatar of Qvazar

Posts: 881



It is


How is that even possible...
Something must be seriously wrong if that can happen by accident when implementing a simple mortar!!!
5 Jul 2016, 14:24 PM
#18
avatar of SeismicSquall

Posts: 156


I've never said its fine.
I've already said I'd like it to have high lethality, but only 60 range to force aggressive use and exposure, making it effective alternative vs garrisons and HMGs, but not superior to other indirect fire weapons, especially PACK howi, which should be superior piece here.


So high lethality + pinpoint accuracy = what USF needed? Is that the consensus?

I thought USF needed a way to get MGs out of buildings. Having an extremely good chance to wipe a whole squad on the first shot, was that part of the need? with all other mortars, even double british mortar, you can safely let the first volley hit and not fear losing a full health squad, statistically speaking. With the USF mortar there is no such guarantee. If any of your full-health units stop moving, they have a very real chance of being wiped. This gets quite micro-intensive when you have 5+ infantry to juggle constantly.

I had a fresh Volks squad wiped on the first mortar round, it was the first shot fired in the game. The volks squad just vanished, no body parts flying off, nothing. Vaporized.
5 Jul 2016, 14:36 PM
#19
avatar of austerlitz

Posts: 1705

Katitof trying desperately to defend wipemortar,everything as expected.:)
5 Jul 2016, 14:40 PM
#20
avatar of Katitof

Posts: 17875 | Subs: 8

ostherlitz desperately doing everything to not read a post at all, but still respond to it, as expected
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