do they still allow you to reinforce when enemy units are not in the territory? i haven't seen that bug in a while but i also haven't used bunkers in a while. |
T0: shoot. First hit
T4: shoot second hit
T9: shoot 3rd hit dead.
+9s
ah, you're referring to the lusch/stuart. i thought we were talking about the t70. |
High risk, high reward. As simple as that. If you know you can't micro those units, just go for the more "safe" medium tanks.
If someone has position well their AT guns in advance, good for them. You have at least +9s to make it out of an AT gun range. More if the AT gun misses any of it's shots.
usually more like 4 since they don't usually start on cooldown. |
Just another thought on the "cover less than 10 units away doesn't count": Does that mean that wiring off cover is pointless, or is that enough distance to give the defenders the benefit of cover while denying it to the attackers?
it certainly helps for long ranged fights so that the enemy can't camp there and shoot at you on approach. idk how much it help for close ranged stuff though. |
i don't see how the model of the bunker can possibly have any effect on the firing but i'm not sure what causes that. pathing, smallarms, and vision in this game is done by boxes and isn't very complicated. ballistics is more complicated but only applies to infantry rockets. |
Really?
Free 20 camo's?
Are they still available?
I think it's pretty gross, the bloody one.
not free, added to store. most people masturbated all over panzergrau. personally i think the christmas trees are cute. |
That focus fire thing is really interesting. I always wondered how Relic managed to make damage spread out over multiple models without recreating the mess that was Opposing Fronts on release.
For those who weren't there, in CoH1 every member in a squad shot at a single infantryman in a squad, which looked silly because the tracers from both squads would be pointed at one guy on the other side. Relic tried to fix this by having each model choose his own target. The problem was this lead to firefights where nobody died until the last few seconds, until entire squads suddenly died in one volley. Some players even accused Relic of adding "Squad Health" because squads died so quickly when their collective health ran low. PE suffered the most due to their small squad sizes, and having 4 men with less than 1/4 health wasn't rare. They reverted the system after complaints.
dow2 had a similar (possibly the same) system in place for a lot of the bolter weapons for a long time. the result was that stacking a bunch of squads in a line spread the dps of units like space marines out along all the units which made it much harder to kill models. |
i don't think so. well, short of buying someone's account. |
can we just get a smaller base?
and waste all the time the artists spent on the current monstrosity? |
non-linear tech is nice (because it's potentially more interesting) but you have to make sure it doesn't lock a player out of their options for countering the enemies' plays. this is the issue with the soviets and the recent tech changes have partially resolved it. i feel (quite strongly) that the soviet player should still have a viable option to go t1, t2, and either t3 or t4 if they want. i haven't had the time to play recently so i don't know if that is true or not.
coh2 simply does not have the unit variety to shut factions out of units though; there are very few duplicate (functionally) units in different tiers which makes teching a choice about available counters. this is bad. |