This bug is already some months old........ I think it came with British Forces Release
If a support gun that can be surpressed (HMGs, Mortars, and the OKW Raketenwerfer) was surpressed in the moment it was killed (happens easily, e. g. if you kill those guns solo with a Quad Flak HT), the SURPRESSION EFFECTS TO RATE OF FIRE AND ACCURACY ARE PERMANENT if the gun is being re-crewed. Means, the re-crewed gun is kinda useless for the rest of the game, since it has a very very low rate of fire + accuracy
Pls fix, after ~9 months... maybe????
Profile of aerafield
General Information
Steam: 76561198062101687
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Game Name: [NS] aerafield
Steam: 76561198062101687
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Game Name: [NS] aerafield
Signature
Post History of aerafield
Thread: Support Weapon BUG STILL NOT FIXED!23 Jun 2016, 16:32 PM
In: COH2 Bugs |
Thread: Bugs after June 21 patch22 Jun 2016, 14:17 PM
I don´t know if you encountered this bug or no, but I get disconected almost every match and it cannot be problem because my net is 100% fine and I have like 40 ping ALWAYS when I play league for example. No, must be your connection I think In: COH2 Bugs |
Thread: Axis needs the panzergrau camouflage21 Jun 2016, 15:59 PM
Lol Panzergrau skin is in this game since months.... but yeah, how do you want to play the game if you #SHITPOST 24/7 on coh2.org? In: Lobby |
Thread: Change the hammer/anvil structure!19 Jun 2016, 16:26 PM
"We want to make player´s decisions valuable" "We wanted to make the difference between attack and defence" This is exactly whats missing with the current UKF In: COH2 Gameplay |
Thread: Change the hammer/anvil structure!19 Jun 2016, 16:21 PM
https://www.youtube.com/watch?v=Smsv9N5qOnw Guys look at this, especially 1:00-1:30.... Quinn Duffy is explaining the Hammer/Anvil strat shortly, but if as it was a big part of UKF (which is not )Also, he is giving an allusion like Anvil was meant for defensive/camping gameplay and Hammer for agressive pushs.. which is not correct cuz both queues allow both camping or agressive gameplay... target failed In: COH2 Gameplay |
Thread: Change the hammer/anvil structure!18 Jun 2016, 14:57 PM
And avoid things like: "Ok, I actually managed to build my sim city, now I can spam comets and stomp everything" This leads to another thing... I know this idea is risky and a bit light headed, but what if all emplacements would be blocked for Hammer queue then? In: COH2 Gameplay |
Thread: Change the hammer/anvil structure!18 Jun 2016, 14:55 PM
My main idea is that your early game choice for either anvil or hammer is bound to your late game-play In: COH2 Gameplay |
Thread: Change the hammer/anvil structure!18 Jun 2016, 14:53 PM
But wouldn´t the problem be solved if you just add "unlock comet/churchill" upgrade for t2? and based on if you have chosen anvil or hammer, it would be either unlock comet or unlock churchill" for maybe ~150 MP, 50 fuel In: COH2 Gameplay |
Thread: Change the hammer/anvil structure!18 Jun 2016, 14:08 PM
And you still haven't addressed the tech cost and timing problem you've created, unless the anvil/hammer at T1 will be 150/15, which then in turn create a timing problem of comet and churchill. With timing problem you mean those units would be produced too early or what?? and what do you mean with medium vehicles come too late? These changes would´nt delay anything In: COH2 Gameplay |
Thread: Change the hammer/anvil structure!18 Jun 2016, 13:51 PM
For the current cost of bofors or aec unlock I assume? You can imagine it like this: the bofors upgrade is being replaced with the anvil upgrade in the t1 building, and the same for the aec/Hammer.... but you still have acces to Bofors/ AEC then In: COH2 Gameplay |
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Latest replays uploaded by aerafield
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Someone make a YT video out of this retarded bug pls :Dby: aerafield map: Lazenrath Ambush3-1,139
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