Had no problems shift queuing capture points in COH3 on the minimap
Sometimes it worked, sometimes not. I think it was either the resource points or manpower points you couldnt cap on the minimap. Either way, I know there were issues. |
I never had any problems with Shift capture orders. And I played builds that were far less polished than this one.
They're referring to not being able to queue up capture orders from the minimap, which I remember having issues with as well. Shift cap worked fine, but not on the minimap. |
I meant in combination. As far as I'm aware (take with a grain of salt as I don't play COH2 much), LVs either get an HP boost with vet, or they get/have smoke dispenser.
Aha. Well, I'm very certain you would be right about that. |
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WC with MG has suppress
wat
since when? |
The 221 also has what no other LV has: "Get-Out-Of-Jail-Card" Smoke
What about the Flak HT? M20? AEC? Or did you mean superlight  ? |
And coh never was or is this "hardcore" micromanagement game...while coh was always a way more userfriendly alternative with things like "retreat function" ( which is basically a no brainmove compared to other rts games where you just lose your units if you retreat through enemy units or you have just 1 - 2 soldiers left and escape with retreatbutton because suddenly after a exhausting heavy fight, they can jump up with full gear and run like hell through mg fire with a damage-reduction??? ) and also the whole concept of "squads" where you have a full squad and not single soldiers etc...
cough
There are way better games for this kind, where you can micro every single soldier etc..CoH is the more "casual" alternative and should stay on that road. It has a reason, why this heavy micromanagement games have a small playerbase compared to the CoH-series.
cough cough
Highly agree on all points. You made a better argument than I did as well I think. |
Endless whine for last 5 years about doing something about end game always regressing into heavy tank spam was indirectly asking for faster games as attempts of extending mid game itself by strengthening LVs opened an option to play, not the solution to the problem, faster tick rate fixed that.
True. The faster game time meant stalling was a riskier proposition than before. Even stalling for a tiger was risky as allies can easily overwhelm axis infantry with proper upgrades (even if Tiger evens this out through pure tankiness and shock value, they still have to pay that not insignificant 900 manpower plus tech costs). |
If you flank with bolt action rifles, you're not going to nuke anything, unless you land a grenade.
Try the same with thompsons or MP40s.
You've seen how REs melt grenadiers with their sten guns, its not coh2 shocks level of dps, but you can't exactly ignore them when they get near you.
Then there is a case of global upgrades increasing survivability of infantry as well by providing extra model, extra health or both.
If you want to get squad wipes fast, apply anti-infantry vehicles, you've seen how well they chew through infantry and since 1 AT nade does not snare LVs anymore...
CoH3 is not CoH2.
If you try to play it like it was, you're going to be disappointed.
People were absolutely sleeping on the super lights in coh3 surprisingly. Using jeeps and notorcycles to flank units/draw fire while your squishy assault units moved up was a very effective tactic. |
Yes of course. I'd also like introduce that you have to inspect your troops regularly in order to make sure their shoes laces are tied.
Somebody in this thread would get a boner for how much more user involvement this would add to the game. |