If we try to assemble that word-salad you created there into sentences, it quickly becomes apparent that you either never played the British, or never bothered to actually look at their weaponry. Of course the Brits have a mine - sure, a rather expensive one, but it is also a dual-purpose mine that combines the Soviet mine with the strengths of the M5 mine (that on the M20).
And right after that realisation comes the next headline: Mines don't work against the Brits (at least Tellerminen and Riegelminen don't). They neither deal damage, nor do they snare. This bug has been known since alpha testing, but apparently expecting Relic to make a fundamental game mechanic work is asking too much of them - do you want some more anime skins?
This is mostly partially true. The Brit mine is a copy past of the shu, TM-35, or the American infantry mine (I think on that one). It is therefore not combining the strengths of two units, it just is a copy of another unit.
Mines do work against Brit tanks, but there is a bug that sometimes, not always, causes them to detonate without dealing their criticals or damage. While this is annoying, as far as I know it is not related specifically to Brit tanks. I do agree that this bug should have been addressed as soon as it was found, as it is potentially game altering on each occasion. |
I have not been impressed with Relic recently, but they did try to improve the game at points. Communication has been poor, and timely updates have been rare.
Having said that the game was constructed in one of the worst possible environments I can think of (THQ going bankrupt during development). I suspect this led to numerous design problems and a rushed product, making latter patching critical. Unfortunately, the insistence on making COH2 feel new and not sticking to some core elements was instituted and this hampered the game, and still does.
Having said that, this is a game, they have provided some support, and they used to be more involved in community feedback. You are definitely asking this question at the low point in the relationship. |
Agreed that this ability needs to be addressed. Wiping AT guns through the FoW is stupid.
Also agree the comet needs to be addressed currently it is Anti-vehicle specialist tank, without the need to specialize in anti-vehicle. It performs wonders against infantry, support weapons, and tanks. I would go so far as to rate it the best medium(/heavy) tank in the game. |
One at a time kuku. I can already give you quite a bit of feedback on your first game.
General thoughts:
There are far too many times where units sit idle and do nothing. You are paying upkeep on all units on the field they need to be fighting or working to bleed your opponents MP or they are losing you the game. It got so bad you actually had a tank sitting in your base for multiple minutes at one time.
Your unit preservation was very minimal. You need to be regularly having vet 3 squads be part of you army. If you are not there is a problem.
You are treating every problem like a nail and you have to hammer it. You massed MGs, then tanks, then mortars, then tanks again. The build order doesn't even really make sense. Why would you mass mortars at the 30 minute mark in a game? You need to counter your opponents play style.
You are not using your doctrine, basically at all. You have guards motor and are floating +1000 munitions. Where is the mark target? Where are the mines? Demo charges? DPs and guards? AT nades? Crew repairs?
You invest extremely, and I mean extremely, heavily in AT guns for no apparent reason. At one point you have 3 guns and 2 tanks, and you are facing only infantry. It is a huge waste of MP.
You are static, static, static. Even when you managed to make breakthroughs, which took too long to coordiante, you did not exploit them. In fact, after breaking through you did not even crew repair tanks or reinforce squads so the next engagement you lost automatically since your opponent retreat to base.
Here is what I recommend:
In static games, and this map tends to produce them, build up enough AT to hold off your opponent, but no necessarily overwhelm him. In the meantime spend your resources on artillery. You should have had at least 2 or 3 Kats rocketing everything.
Be more flexible in your thinking. Look for openings, keep pushing, and retreat as soon as the battle is lost. Do not have squads with few members and low health push forward.
Don't tech to something you don't need. You teched to T3 at the 6 minute mark, never built anything from it and got healing at the same time. At that point you had a partially injured consript. At the same time you had more than 1000 MP in units sitting and waiting for commands. You should have teched to T3 only just before T4 if you wanted T34s. You should also not get healing unless you need it.
Think before you build. If your opponent is going heavy MGs as you saw, and has no plan to move mobile squads and a mortar will easily hold your side while you bombard him with mortars.
You repaired, I think, 1 tank all game. Tanks are not disposable. Perishable, but not disposable.
Be bold. Attack early, and attack often. The best defense is a good offense. Do not blob, keep your units spread out.
The late game German armor ultimately won because your team ran into it until you ran out of MP faster than the Germans. Bleed them with artillery you have plenty of it.
Those are my thoughts right now. I would focus very heavily on unit preservation in your next few games and see if the outcome of the matches doesn't change for you. |
Hi kukunamuniu I will take a look at this later today or tomorrow.
Just so you know, Lazur factory favors the Germans if they have an elephant or JagdTiger since it is just a waiting game with no way to flank. I would turn it off if I was you and playing Allies. Sometimes maps favor one side or the the other. |
The USF mortar is completely outrageous for cost, if you have not felt it in team games it is because you are lucky. Even in 3v3 and 4v4 games I find that unit very easy to abuse. The other things you talk about are still a problem in larger game modes, sometimes not as powerfully but still there.
I am not agreeing with everything ever posted on the forums, but some of the issues you listed are real problems that I hope get addressed very soon. |
So all other nades being able to do this is fine but Okw infiltration nade not because?
That is correct. All other nades have fairly significant costs and produce a predictable single entity. Volks nades were extremely cheap, and are thrown over a wide area making them very hard to judge, and therefore require movement immediately upon siting to get out of their blast.
Just telling you what they said in the patch notes when they made this change. |
This was changed to function exactly as you have described the "bug". Originally it would cancel and the timer would not reset so it became a game whenever you approached volks they would just throw and cancel the attack forcing other units to move. This was entirely unfair and against the goal of the ability which was a cheap but powerful barrage that could be used especially against buildings and static units. |
Have not had the sound bug. You also forgot that the air burst shells have zero scatter, and can be launched into the FoW with this commander. Abuse is obvious. |
You are approaching an MG in a house. One of the bonuses of being in a house is increased sight range, this is to offset the lack of mobility. Snipers had their sight range reduced long ago because they could self spot at vet 0. Now you have to vet them up to get this benefit. |