Would it be possible to change the attack ground mechanic so you can order a unit to attack ground even if the unit is not in range of the target?
Because I often find it annoying when I for instance want my mortar to attack a spot (with barrage still on cool-down) but its just out of range, meaning I have to order the mortar to move closer, wait for it to pack up, move closer, and then give the order to attack ground.
is this possible and are there any negative consequences to this change?
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Post History of ZaneyZap
Thread: Attack ground15 Aug 2017, 11:31 AM
In: COH2 Gameplay |
Thread: USF vs OKW9 Aug 2017, 18:14 PM
Thank you very much for your help, ZombiFrancis ![]() In: Replay Reviews |
Thread: The BAR vs standard rifles8 Aug 2017, 18:08 PM
I've been wondering what the difference is between the BAR and a rifle squads standard rifles. Are rifles more accurate at long distances, while BARs do more damage up close? In: COH2 Gameplay |
Thread: Squad-ai, Yes or No.7 Aug 2017, 15:04 PM
... **GivPlz emote here** Any chance the squad AI could be integrated in the FBP as a QoL? In: COH2 Gameplay |
Thread: FBP: Mortar pit test6 Aug 2017, 11:10 AM
What about Pios without upgrade? Any non bolt action should be more effective. This includes SP/Kubel in the early game or even MGs in comparison to Gren/Volk without upgrades. I have done some more testing, including pios and sturmpios 32 sec 1 pio hugging distance upgraded pit no brace 34 sec 1 pio with flamer close distance upgraded pit no brace 45 sec 1 pio hugging distance upgraded pit 1 brace 51 sec 1 pio with flamer close distance upgraded pit 1 brace 14 sec 1 Sturmpio hugging distance upgraded pit no brace 30 sec 1 Sturmpio hugging distance upgraded pit 1 brace 2min 42 sec 1 gren upgraded pit plus advanced emplacement upgrade close distance no brace 3 min 36 sec 1 gren upgraded pit plus advanced emplacement upgrade close distance 3 brace 3brace 1 min 20 sec 1 pio hugging distance upgraded pit plus advanced emplacement upgrade no brace 36 and 31 sec (tested 2 times) 1 Sturmpio hugging distance upgraded pit plus advanced emplacement upgrade no brace 49 sec 1 Sturmpio hugging distance upgraded pit plus advanced emplacement upgrade 1 brace 1min 39 sec 1 pio hugging distance upgraded pit plus advanced emplacement upgrade 2 brace In: COH2 Balance |
Thread: Kick out 1vs1 maps6 Aug 2017, 09:24 AM
Lost glider is one of the better maps, it has it flaws like the center VP acting as a cutoff ![]() I'd also like to see the 2v2 maps in the 1v1 map pool getting fixed, meaning each side only has 1 spawn location so you longer risk getting that shitty spawn which is far away from everything ![]() As for my votes: Minks Pocket
Brynask Forest
I would vote for westwall for these reasons westwall
So instead my vote goes to Halbe
Semoski is also a great candidate because of all the garnisons and some armies lack of flamethrowers plus the natural choke points. Caen... those cutoffs far from your base ![]() Kholodny, I've always felt the left side had an advantage since they spawn much closer to the middle and its VP. Angoivlle, loved this map in vCoh. not so much in coh2 mostly because of the garrison at the cutoff in the south. You better spend those extra seconds getting some wires up. La Gleize Breakout, is errr.... I just don't like the middle VP area. Probably because of all the garrisons there. Langreskarya ![]() In: COH2 Balance |
Thread: FBP: Mortar pit test5 Aug 2017, 15:11 PM
Thanks for the testing. I could try testing the lmg at a longer distance. as for the scenarios I tested 2 times. At first I was surprised that there only were 6 seconds difference between the 2 scenarios. So I decided to do test these 2 scenarios again. But I have no idea why one scenario took 6 seconds longer and the other took 2 seconds less. In: COH2 Balance |
Thread: FBP: Mortar pit test5 Aug 2017, 12:57 PM
I did a small test regarding the mortar pit and its resilience against small arms fire. I always used 1 grenadier squad with 0 vet at short range (which is close enough to the pit, so the pit cannot defend itself) See this picture for range reference I will do a test with the cancer commander upgrade later. But for now, here are my findings: 44 sec to destroy Unupgraded pit - no cancer commander, no brace 1 gren no vet, no lmg, short range 30 sec to destroy Unupgraded pit - no cancer commander, no brace 1 gren no vet, has lmg, short range 60/65 sec (tested 2 time) upgraded pit - no cancer commander, no brace 1 gren no vet, no lmg, short range 54/52 sec (tested 2 time) upgraded pit - no cancer commander, no brace 1 gren no vet, has lmg, short range 50 sec to destroy Unupgraded pit - no cancer commander, 1x brace 1 gren no vet, no lmg, short range 45 sec to destroy Unupgraded pit - no cancer commander, 1x brace 1 gren no vet, has lmg, short range 1 min 37 sec to destroy upgraded pit - no cancer commander, 2x brace 1 gren no vet, no lmg, short range 1 min 6 sec upgraded pit - no cancer commander, 1x brace (could only activate it once, since it got destroyed just as the cooldown was wearing off) 1 gren no vet, has lmg, short range In: COH2 Balance |
Thread: USF vs OKW5 Aug 2017, 09:04 AM
I really need help vs OKW Osteer I can handle but when it comes to OKW I struggle vs their swarm of kubels, their P2s and pumas into King tiger plus their Vet 5 PF ![]() I thought I made when I took down their first batch of vehicles, but no cigar ![]() In: Replay Reviews |
Thread: The Pain while playing USF against OKW5 Aug 2017, 09:03 AM
In: Replays |
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