It suits the arcade style of this game. Why should it be changed, if you need to wait every time a teammate drops something on someone, the game would probably go longer than it already is.
Although i think for low health units its still risky to walk under FF.
Profile of synThrax
General Information
Steam: 76561197967143586
Birthday: 1983-07-09
Residence:
Germany
Nationality:
Germany
Steam: 76561197967143586
Birthday: 1983-07-09
Residence:
GermanyNationality:
GermanyPost History of synThrax
Thread: Arty Friendly Fire is broken28 Oct 2018, 15:49 PM
In: COH2 Balance |
Thread: COH ONLINE: what was it about?27 Oct 2018, 13:04 PM
Yeah, it was unabalnced as fu***, but still fun since the games ended a lot quicker. Just get your unit setup and abuse it to the max vs an opponent who did the same. For the fatherland mg , the one man army unit ... A good casual mod if you see it that way In: COH Central |
Thread: Relic please fix bugs Company of Heroes 228 Sep 2018, 17:30 PM
+1 My Bugsplat and i agree to this. Bugs don't belong to russia only. ![]() And there are a few bugs that happen way too often... hello zis, hello mortars... About the vehicle passing thorugh, imho the only thing thats stupid but somehow microlike avoidable or abusable. ![]() In: COH2 Bugs |
Thread: Russian Mortar Flare - Bug or unfixable feature?4 Sep 2018, 17:36 PM
Well to be honest..i think it theeses things are extremely bugged right now. The experience: 1. Having a flare, point to shoot and then noticing that the mortar isn't moving at all because you slightly clicked the ability out of its range. (82.mm and 120mm). Then you have to manually walk up, point and click the flare and voila it actually can work....minutes later!! 2. Same goes for smokes, which leads to point 2: The mortar gets stuck with the result that you can't use it at all anymore. I had this a few times triggered by the smoke on the 82mm. It still shot, but i was unable to relocate it until it died. A bit like the famous ZIS bug, without the invulnerability part. 3. My mortar didn't barrage anymore or i wqas able to use the flares, even inside the range markers. This happened to me once since ever, but was with the last patch. At least i still could move it around unlike point 2...yay Seems to me thats all connected to some strange kind of unit behaviour itself. If its a feature, l2micro they say... ![]() But to be honest this is all really frustrating a bit of an issue since flares a kinda useful. ![]() In: COH2 Bugs |
Thread: Change ostheer's Panther with Tiger and et cetera30 Aug 2018, 21:01 PM
Off Topic : In an alternate version of Coh2 and this world..we could have had mirrors. Similarity is not bad thing for RTS in general. Just a different kind of horror to balance. And could have forced away all the historical accuracy bs out of any balancing discussion. But since we are here to enforce asymmetry into coh2 and on a more abstract level, both tanks fullfill their role very well. /rant On Topic: Most (ost)balancing/l2p and whatever issues comes with the strategy to use them in their destined role and we all have to admit the tiger isn't all purpose tool. its more often a better finisher, but never a must have (besides ace ofc). However the Panther is something you want to have when it comes down to anything slugfest related and you didn't pick an elefant to deal the allied tanks. Turrets and range are always great, ask any su85 commander. ![]() Those entities in their role shouldn't change at all. The balance behind their roles is a different thing In: COH2 Balance |
Thread: Buff Shocks7 Aug 2018, 17:06 PM
One thing that make shocks shine above other squads is that they come out strong when called in. They don't need any upgrades to be at their maximum dps and 2 gimmicks to be instantly effective. They are not a weak unit per se. I rarely call them asap as th cps are available, more like a midgame/ late call in, esp. when i took a lot hits on my infantry / maxims and i don't have the time to new cons up. They are a god unit to (surprisingly) fight back an axis push that bleed the opponent already. You can just walk all over half dead wehrmacht units with ease. OKW is another thing, since volks in late willl probably heal or are genrally more resistant. But here is an example where they really can shine. And here is a huge weakness from shocks vs OKW. Good players won't let you come near and even if you do, the already vetted volks will have more hp than you have dps (ofc. my subjective obsvervation). When you have to get close, stgs drain your hp and incy nade even more. Before you can do any significant damage, you have like 3,4 shocks left with a 3rd hp bar. And here you begin to bleed... Buffing shocks? Make them more resistant against flames? A little bit more hp would be recommended or remove double cooldwon? Can't remember if that was a cause to make them op. I love them, but they are really hard to maximize their effectiveness. In: COH2 Balance |
Thread: Snares12 May 2018, 11:27 AM
And sometimes ppl. (including myself) overuse the snares. "Did i mention the tank is a tank?" IF you can take the hit, take it and watch the infantry die trying to get their snare off. On the other hand , really good m3 or usc jeep micro or whatever allied early vehicles that comes out, will totally destroy you without snares. In: COH2 Balance |
Thread: zis3 bug move12 May 2018, 10:57 AM
On the top of this bug , i sometimes encountered that the ZIS not only stopps moving or lacks control from the player. It becomes totally invulnerable. I had this in the mid of rails where it constantly shot the OKW tanks. I think its a very serious issues if someone ever figures out how to trigger it and rush parks a zis wall in the enemy territory... Or is it random / unfix able? Maybe someone with better knowledge with the game engine mechanics could respond to this.. In: COH2 Bugs |
Thread: Balance 2018 2vs211 Apr 2018, 18:42 PM
Even if you think allied are dominating this game Axis have their cheese aswell which can ***** allies over. But IMO they way allied combined arms works combined with good team play. Getting map control on open areas and constantly push the axis around. VP harassment And their weapon symbiosis without being doctrine specific from mid game to the early tanks waves. 2v1 player wipe potential is quickly executed. A good Axis game still needs tech to control and finish a round, always gives allies time to creep their way back into the game. $§%$! Zombies. If you crush allies mid game, probably because they did hard mistakes or you had a few lucky mines. Min 10 to 20 is so extremely difficult when allied players know what they are doing. All you do is tryp to keep to stay alive hoping to get a tank out, a lucky shot on the blob or other surprises. The time as Axis you can't really afford to loose any squads or equipment. That what makes them so dangerous, leading axis to mistakes they can't recover from and by by late game. Tltr; Allies OP after early game and before lategame ^^ In: COH2 Balance |
Thread: Request for Relic: No Matching with Blocked players26 Feb 2018, 21:41 PM
A mute option would be good, because sometimes run out of creative insults way too early. Means i would be actually forced to play that ?§$!# of a game to the end. In: Lobby |
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