'right click' doesn't say that much, but I believe we mean the same thing. Imo the sprint should cancel but they should keep moving at the regular speed (thus moving & shooting).
That is exactly what happens.
Posts: 919
Thread: For Mother Russia - working as intended?2 Jul 2021, 13:14 PM
That is exactly what happens. In: COH2 Gameplay |
Thread: For Mother Russia - working as intended?2 Jul 2021, 13:10 PM
Completely, I'm moving with right click. In: COH2 Gameplay |
Thread: For Mother Russia - working as intended?2 Jul 2021, 13:00 PM
Name: "Assault" The ability seems to behave like FMR ingame. I assume that your source is outdated. I like to test it by myself when I see outdated data. Units stop moving faster when getting under fire clearly in current patch. I strongly question what you call a fact here. Are you playing a different game or are you not testing it?
I used the term "pure fact" to get away from your mixing of facts with perspective/assumption that you mark as facts. You just did it again this time with outdated data you can't be sure off. Normally a fact should be a pure fact already. So please put "pure fact" on a level with a "fact" as it should be.
I see what you ar doing here. It is a derail from my original matter about FMR into a wide open discussion about the strength of a commander that leads to nothing. Can you see that too? I won't follow that bait. Lets get back to FMR please.
You corrected what I was complaining about. Perfect, nothing more to complain. Yeah, like that it is what I call a fact too. "The ability is inline if not better than other similar abilities" I feel like explaining this again and again. I'll do once more just for you: Abilities can be similar or even the same when it comes to effect, timing and cost. That is what you call "inline". Still they can perform way better at some factions than at others becasue factions are asymmetrical. That is what I call unbalanced or not inline in true performance. If you use such an ability as FMR on an army that has a lot of long ranged infantry for example like Obers with LMG or IS with double Bren the ability is perfect. Why? You can use the sprint to quickly reposition behind the front line and once you get under fire at about 30-40 range you are at your most efficient combat range already when it comes to trading damage effectively. You make full use of sprint and you make full use of the combat boni once you get under fire. Take cover, fire back and profit. If you use such an ability as FMR on an army which infantry is focused on medium to close combat, you can quickly reposition behind the lines too, but once you get under fire at 30-40 range you are still far away from your most efficient combat range. These units benefit far less. So you just can't put standardized abilities in each faction if you have asymmetrical faction design. Originally FMR and VA were far more different, because they were made for different factions. FMR gave you a strong timed close assault and a weakening afterwards. That fitted the faction/commander design very well. FMR should focus on movement for infantry to strengthen the ability to close in. VA and AO should focus more on accuracy/reload/cooldown to give an advantage at dps at long to medium ranges. In: COH2 Gameplay |
Thread: For Mother Russia - working as intended?1 Jul 2021, 22:40 PM
Again: Assault Operations (global Commandos doctrine ability for 6 CPs). I tried it multiple times. They stop moving once getting under fire and starting returning fire while moving at normal speed (as they would do without the ability). Their speed before getting under fire looks like FMR, I assume they are sprinting too. Not sure what you want to tell me here. Im pretty confident it is a FACT that I'm right about it [fact]. So it remains to be very funny for me. Assault Operations was like you tell me once ago, but it seems it got patched like the other similar abilities [assumption].
Perfect suggestion. Imo start by yourself please and do that from now on. For example "Imo this is false." That is way better than "False" [perspective]. Thx. So now Ranger that had Thompson to kill at close range have Bazookas? Since you are always seem to only read the last post [perspective] I will repeat one of my recent posts that you should have read because you reacted directly to that post. I can understand that it is hard to keep track if you are posting at so many threads at the same time. This is a personal service just for you: That are your assumptions again. Don't try to interpret how I'm playing. Furhermore that doesn't work with multiple Rangers (Thompsons and elite Zooks plus Cover to Cover) vs a halfway decent opponent, so why should it work with Penals and Shock troops? There is no way I was talking about a single Ranger squad with Thompsons and elite Zooks. I was talking about multiple Rangers (some with Thompsons/some with elite Zooks] in comparison to Penals + Shock Troops, that are multiple squads too. You are always assuming the worst out of my sentences without context to my earlier postings and derailing the thread by doing so [perspective/assumption]. The ability is inline if not better than other similar abilities and the commander is strong and popular. (FACT) Lets show you what I mean, when you are so absolutely about facts and false/incorrect. In the above sentence the only pure fact is that the commander is popular, and thats even only true if you add popular at commander layout. You just don't know how often it gets picked, I do neither. It is a fact too that it is more popular in 2vs2 and above regarding commander layout than in 1vs1. The complete first and middle part of your sentence marked as a fact is mixed with your assumptions/perspective already. You are way to absolute while mixing assumptions and perspective in your posts [perspective]. In: COH2 Gameplay |
Thread: For Mother Russia - working as intended?1 Jul 2021, 20:01 PM
I don't. There is opinion and there is fact. For instance you were wrong about other similar abilities not have spring cancel when under fire and that is a fact and not an opinion. I will explain with your next statement: That is false.The mechanism is not the same, units move slightly faster and fire on the move, the do not sprint. Your false is incorrect. How funny is that?!? Please start a game of CoH2, take Commando doctrine and try Assault Operations. Observe that the movement bonus DOES stops under fire. Then come back. You see now? Thats is part of the basic problem about of all your "false" and "incorrect". And this is yet a real fact and no assumption / perspective. Cover to Cover does not provide any offensive bonus, is an area ability and it does not come with AT satchels. Rangers don't need 15% accuracy bonus to wipe like crazy at close range and the area ist big enough to use it where you need it. The additional fast smoke of the ability is much better than an offensive bonus (not a fact but my perspective, you see the difference between fact and perspective?). They don't need satchel either because they use sprint to get into range with elite zooks or get a second salvo at retreating vehicles. But in the end they can be stopped for sure like Penal/Shock Troop combo with sprint could be stopped. The sprint should change to also be cancel when under fire.And Assgren Sprint too? How useless is sprint when it just takes a single shot to stop it... In: COH2 Gameplay |
Thread: For Mother Russia - working as intended?1 Jul 2021, 19:47 PM
But i agree with op that this nerf was the wrong way. Soviets are affected more with this kind of nerf/bringing in line. Them being in large a faction with short to mid range inf. That is my basic matter, that Vipper denies to accept. Factional differences are real and because of that a similar ability hasn't the same performance at different factions without specific adjustments. You need factional solutions to make it work. In: COH2 Gameplay |
Thread: For Mother Russia - working as intended?1 Jul 2021, 19:12 PM
If you think it sounds like a rant this is just an interpretation of you that I want to reject.
If you not take the time to read all my posts I can't help you, because the things you said here are pretty clear. They are not affected by the same problem because they are far more suited for long range combat. Assault operation: I talked about a movement bonus multiple times here. Units with Assault Operation get a movement bonus which ends if under fire, just the same mechanic like FMR, VA or Radio silence. At least three out of four of your "false"/"incorrect" statements happen because you don't take the time to read correctly or make assumptions.
Please don't confuse your assumptions / your perspective with facts. Thx.
That are your assumptions again. Don't try to interpret how I'm playing. Furhermore that doesn't work with multiple Rangers (Thompsons and elite Zooks plus Cover to Cover) vs a halfway decent opponent, so why should it work with Penals and Shock troops?
Just no, because faction design wasn't considered. In: COH2 Gameplay |
Thread: For Mother Russia - working as intended?1 Jul 2021, 18:38 PM
Now how about the fact that this standardisation had the wrong impact as soviet units need to be closer to be a simaler threat. Also that basicly every axis tank has a pintle making it even easier to stop the sprinting from any direction. Thanks for summarizing in your two posts. Yeah it is simply totally dumb that every pintle, every shooting crewman or even PAK/TD hit will stop the sprint, even if dealing next to no damage. And yeah OKW and Brits with similar commander abilities are not impacted by the same problem. That is the problem of simple standardization not fitting unit composition. In: COH2 Gameplay |
Thread: For Mother Russia - working as intended?1 Jul 2021, 16:38 PM
It is about 20% of the performance of the old FMR for this two units, especially for Shock Troops. Keep saying it again and again, maybe somebody will believe it.
I made my suggestion multiple times. The ability should focus more on movement instead off combat buffs, since the faction and the commander especially is more focused on close quarte fights. I don't want to repeat it again. It was turned from a very strong ability for the core infantry units of this commander into an ability that hardly supports this units at all. Old FMR was a little bit too strong but the design fitted the commander better than the patched FMR. In: COH2 Gameplay |
Thread: For Mother Russia - working as intended?1 Jul 2021, 15:45 PM
So I will summarize again what this thread is about, to get it away from the derail. The current implentation of FMR doesn't fit game mechanic of Counterattack Tactics / Soviets. Shock Troops + Penals is a core mechanic of this commander. old FMR: Shock Troops as a core unit of the Commander moved faster and hit harder while they were moving, even could chase down fleeing units. The ability helped a lot to cover ground and thus deal damage. Yes this was too strong, I don't want to relativize that. Penals benefitted mainly by getting their AT satchels on target with greater chance. patched FMR: Shock Troops and Penals loose moving bonus by shooting at them, it is enough if a crew member of a weapon team does it or something like a TD. This "little change" is a complete turn around from near to op to overpriced since faction/commander design was not considered. Factions/commanders that are less focused on close ranges than Soviet/Counterattack Tactics don't have this problem with similar abilities (VA at OKW/ AO at Brits). Movement buff + Shock Troops = too strong? First off all they should loose shooting while moving faster to fix the originally problem. Secondly you already have a similar situation with Thompson Ranger and Cover to Cover on one of the most popular USF commanders. Doesn't seem to be too strong. In: COH2 Gameplay |
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