Only soviet and OKW players really have the kind of mines that were important in CoH1 for things like defending flanks or putting in building entrance/exits.
I would bet that's at least one reason why there's much less mine usage in CoH2. |
http://www.coh2.org/topic/30713/mortar-smoke-barrage-not-firing
Long standing bug. Until popular broadcasters start trying to use the ability and expressing frustration, it will most likely remain off the radar. |
I have noticed if the tank enters combat it cannot exit self repair.
That is exactly what it is. I finally had a chance to sit down and test it out in a couple AI matches.
The same flag that restricts initiating vehicle repair prevents disabling it as well. In a multiplayer match it was easy to miss that it even says it in the tooltip.
However, Self-Repair DOES stop if it isn't fully repaired if you hit the cancel button. It's just that the cancel button ALSO can't be used if the tank enters combat. I completely understand not being able to start the repair in combat, but I don't understand the logic of not being able to cancel it in combat. |
Politics trump game balance it appears. |
So I have noticed that the self-repair ability given to Soviet tanks with certain commanders can bug out if you have engineers also simultaneously repair them. The tank becomes locked in repairing and it cannot be disabled until it is fully repaired.
This has happened to me a number of times where my self-repairing tanks would refuse to stop repairing and engage advancing enemies, and I only just noticed enough to put together that it seems to happen when engineers are also trying to repair the tank.
I intend to test in a few custom games against AI to see if I can reliably recreate this, but I was curious if anyone else has noticed this ever happening to them? |
1v1s and 2v2s are small enough that you (and your ally) have a feasible chance of predicting your opponents' moves and of being aware of where their forces are. You can make strategic and tactical decisions based on your opponent's moves.
In 3v3s and 4v4s you rarely can keep track of all the action on the field, and even if you beat an enemy opponent, there's nothing stopping another player's entire army from rolling you over after an extended engagement. 3v3s and especially 4v4s allow for players to go all-in on specific tactics or highly imbalanced army compositions. Going for, say, two Katyushas is rarely feasible in 1v1s but it's very common in 4v4s. Also, having three players send their artillery and offmaps on a single player is something that can't ever happen in 1v1s and 2v2s.
For instance one player could do well against their opponents on one side of a 4v4 map and then decide to drop an opportune arti across the map to help out their allies. That offmap for the most part comes straight out of the blue if your ally and their opponents have been isolated in their engagements. You won't ever face a 2v1 or 3v1 in the smaller matches, and even when you are double teamed in a 2v2, it's not as overwhelming as having 3 or 4 players focus their attention on the VP or fuel point you're trying to hold.
Also, the rate at which you gain CPs is much slower the more players there are. It is very possible to be fielding panthers as Ostheer long before you can call in StuG Es. |
CoH is srs bsns.
There are a number of people on this forum that are in a perpetual state of argument with each other and their personal beefs with each other spill into the vast majority of threads any of them post in. This is one of the major reasons most threads get derailed. |
Assault grenadier squads have 4 entities that are grenadiers, and a single assault grenadier leader that uses a different model and has slightly different stats (I think only slightly more armor.)
So gren bulletins if they do work for assault grens, would only affect 4 of the 5, if I recall the mod tools correctly. |
Vaulting went right, except for the fact that it can't be done on retreat, only as a direct player controlled action. Also the way squads turn into the human centipede when vaulting can be silly and usually an invitation for squads to get wiped.
TruSight went right, except for the fact that it's actually kind of glitchy with how it affects the AI. LOS blockers act as invisible shot blockers, which leaves things like tanks rotating their turret because a tank drove past a tree or the smoke from a wreck causing things like ATGs to decide their only choice is to rush forward to melee range. Not to mention most maps have LOS blockers in seemingly random/unintentional positions. The way a single tree can cut off the vision of an entire army advancing can be pretty silly. Having units walk 'into' an LOS blocker and disappearing/becoming blind is also kind of silly. For smoke, sure, but on corners of buildings and hedges it's silly.
Snow and mud worked well, except for the fact that infantry squads can't figure out how to avoid them while pathing, and they effective act as molasses for squads when one entity gets mired in it. The (arbitrary) placement of deep snow and mud on maps probably ruins these mechanics more than anything.
Ice works well, except that there's no deep v shallow distinction for ice, which leads to tanks being swallowed by the earth because their front end was on 2 inches of ice.
Blizzards, well, never worked well. They were a sort of cool feature, but for multiplayer gameplay it never played out to be, well, fun. I feel that if blizzards were ever to happen, maps should just start in a blizzard for the first minute or two, and then never occur again, or happen at like the one hour mark. They occur too often and for too long for any game that utilizes Victory Points, such as all of automatch. |
Also CAS doesn't have a loitering stuka.
It's all single pass. There are other commanders that have loitering stukas, but CAS is not one of them. |