Does USF rifleman nade work the same vs. cover as described for Gren riflenade? Cover status determined by throwing location and not detonation location?
all abilities that work like that should work the same. |
Howitzer firing without line of sight should be really inaccurate.
my response would be that you can still get lucky and hit stuff (like the current B4). i'm not sure how much a problem that is though.
Why not this and firing without LOS makes it only fire like, 4 shells?
can they do this? it's an interesting concept at least. |
It's not impossible to beat Rifle spam, but everyone on your team has to work together to defeat it, Stukas are excellent at anti blob and the Infantry Support gun isn't so bad either when paired with infantry and MG34s.
oh, i agree. i've been run over it enough though by not altering my building order even though i saw 7 riflemen though. |
riflemen spam will run you over if you don't notice it fast enough because it does a shitton of dps. if you do notice it match him squad for squad with HMG/mainline infantry so that you don't lose every engagement. |
As long as they're in range of the sherman, yes.
i just realized that the sherman receives the buff, it doesn't give it. i had always assumed that the sherman gave the buff to the other shermans. that's still silly but it makes more sense. |
don't make threads about things that are not released yet, even if you were in the alpha, even if you end up being right.
it just makes useless trolly, flame filled theory crafting sewers. |
I kind of understand the rationale behind molotov animation: the 10 second area denial is quite powerful, so it's meant for balance. Grenades for their part have fast animation, but no lingering effects.
spike damage is WAY more powerful then dot. |
I think it would be good to bring back 221, nerf it, remove the fuel cost, only manpower, add binocular upgrade.
the problem there is that "upgrades cost munitions and never fuel/mp". this is the opposite end of the "units cost mp/fuel, never mun" (baring falls) rule. |
the other thing about OKW is that you're basically building 1 unit from t1/t2 and then going t3. you can't afford to sit in t1/t2 and you don't usually need to. they do have a decreased fuel income (hence longer timings) but they also don't need as many fuel units early game and have very cheap teching. |
Relic has a very shit way of creating particals. So usually fire/smoke/effects will cause most pcs to limp I believe.
all particles are expensive (shit ton of 2 tri/1 poly squares suddenly everywhere) and coh2 isn't really optimized. |