CoH1 diehard fan spotted

Thread: poll: call in vehicles as a design choice21 Dec 2022, 20:19 PM
CoH1 diehard fan spotted ![]() In: COH3 Central |
Thread: Nvidia > AMD19 Dec 2022, 21:53 PM
the chat ![]() ![]() ![]() In: Replays |
Thread: Stupid things in CoH2 that shouldn't be in CoH3.18 Dec 2022, 20:59 PM
Meanwhile avre rolls in, bounces all shots and instagibs your vet 3 squads or takes 50% of your tiger ace hp while stunning it for 5 sec "I just lost my poorly microed Tiger Ace to an AVRE somehow, let me go to the forums and search for a 1 month old thread so I can vent" In: COH2 Balance |
Thread: Light vehicles vs sniper16 Dec 2022, 14:50 PM
Yeah, one of the best additions to CoH2. In CoH1, a movement order (or any order) would make the unit randomly switch its target if multiple enemy units were in weapon range. It was SO annoying! In: COH2 Bugs |
Thread: Light vehicles vs sniper15 Dec 2022, 20:27 PM
Huh? Once you gave the vehicle an attack order on the sniper, it won't change target unless it loses line of sight. No matter how many movement orders you give In: COH2 Bugs |
Thread: Building question15 Dec 2022, 20:24 PM
Just quickly tested it to be sure, most explosive weapons have it with the exception of tanks that don't fire high explosive rounds like T34 or P4, and satchel charges In: COH2 Gameplay |
Thread: Building question15 Dec 2022, 16:06 PM
Some other points: I think only flamethrowers and demo charges have this IIRC In: COH2 Gameplay |
Thread: arrange team idea13 Dec 2022, 00:39 AM
How about no? In: COH3 Central |
Thread: nerf the fking pathfinder and Howitzer12 Dec 2022, 14:08 PM
Idk because I dont play 1v1, but it seems like they're fine in 1v1. I am certainly not claiming they're bad in 1v1, and it looks like nobody else is claiming that either. It has been thoroughly explained multiple times in the past why riflemen struggle hard in teamgames since a long time now, it can be summarized in a few bullet points: - the meta and maps in teamgames favour units that perform well at longer ranges since a long time already, and riflemen are terrible at long range for 280mp. - riflemen were designed around their smoke grenade by Relic. The smoke nade is gone but no overhaul of their stats has happened in the meantime, and now you can see the results - they are by far the most micro intensive mainline squad. Not only do you have to find the correct engagements while having terrible access to recon tools, you now also have to micro even more once the engagement started while other squads can just a-move and hug cover. And even with this extra effort they usually just lose Nobody is saying riflemen are 'unplayable' across all levels btw. I am sure they can be viable at the lower ELO. But I am kindly asking anyone who defends riflemen and whines about pahtfinders to please use rifles in 2v2-4v4 against a top 100 player with 60+% winrate that spams lmg grens, volks, obers, JLI (or literally any axis mainline) with double HMG. And then upload the replay and tell us how much fun you had and how successful it was ![]() In: COH2 Balance |
Thread: nerf the fking pathfinder and Howitzer12 Dec 2022, 12:42 PM
Why are you quoting a 1v1-only player when they were talking about riflemen performance in teamgames? In: COH2 Balance |
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