You can't activate anything when unit is out of control, because, well, its out of control.
If it was activated before that is another story, but then it shouldn't go ooc, but simply not die.
T70 is also only light tank that dies to 2 AT shots instead of 3.
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Maybe it's 'cause the Axis players aren't a bunch of forum crybabies, and they keep their cool and fight the uphill battle, unlike some of their "allied" counterparts.
Post History of Katitof
Thread: Self repair miracle cure14 Sep 2015, 11:38 AM
In: COH2 Bugs |
Thread: All factions can create green cover except?14 Sep 2015, 08:34 AM
![]() So which three new and separate units bar package unlocks for us? ![]() In: COH2 Gameplay |
Thread: All factions can create green cover except?14 Sep 2015, 08:28 AM
For exactly the same reason you can't use ost bunkers. In: COH2 Gameplay |
Thread: All factions can create green cover except?14 Sep 2015, 08:23 AM
How about we use the precise "Side tech" or "extra costs" phrases, just for you ![]() In: COH2 Gameplay |
Thread: All factions can create green cover except?14 Sep 2015, 08:12 AM
Katitof will come in here and say it's because they have long range rifles and bunkers I was actually going to say because they have all the counters needed for clearing cover and entrenched units from the get go in T1. ![]() And its not like you can't have a way to get green cover at all, you can still pick the doctrine. If you believe the doctrine is not an answer, then I want stock at least panther level tank for USF and weapon upgrades for soviets ![]() In: COH2 Gameplay |
Thread: LMG Engineers?14 Sep 2015, 08:02 AM
Give these guys 2 Brens and stick them in a building and watch them become utterly impossible to kill with an infantry force ten times their size. And why are you using ordinary infantry instead of flamers or indirect fire weapons against entrenched troops again? Stuff like this is a pure L2P issue, so is complaining about infantry that breaks legs the moment it enters combat. In: COH2 Balance |
Thread: Pak40 to T1 - it's needed.14 Sep 2015, 07:58 AM
Except, you're wrong. Its not just about early vehicles, its about a single super cheap tier with everything you need until you build T4. THAT is wrong and shouldn't happen. Sniper, HMG, mortar and AT gun? And most efficient basic infantry with free faust unlock on top of that? That sounds like T2 unlock for other armies and they still get a third of that kind of package. Why would I want to tech above T1 and not go straight for T4 if I had T1 AT gun? That idea is completely stupid, unreasonable and utterly imbalanced. Moreover, cpt molo have proven already multiple times that early vehicles aren't 100% bulletproof counter to ost and they can handle themselves perfectly well against them, so that makes your argument irrelevant by default. Your argument holds no value, the Soviets can start out with an at gun or a scoutcar if they like, since their first two tiers can be selected at the start, unlike Ost needing to tech for it. As for USF, that faction needs a total redesign an unit revamp, it is beyond saving at the moment. Still m20 comes really early with a free bazooka, which can pretty much shut down a 222 and the m20 can most definitely shut down the kubel. Except you're wrong. Soviet team weapons are LESS EFFECTIVE then ost team weapons, they don't have best sniper in game in the same tier, hiding behind. Soviet tiers are completely different with completely different loudouts, if you go for T1, the scout car is the only thing of value there and it already have short opportunity window and you want to make it even shorter? Get a grip. M20 comes the same time as 222, 222 is much cheaper then M20 and hardcounters it. If USF is good enough to use zookas, good for him, 222 will still force it off instantly wherever it shows up, if there will be at least 1 gren squad nearby, you can't hop out of M20 or you'll lose it. You're comparing apples to oranges, your argument pretty much boils down "If fish have scales and its useful for them, I should have them too, I don't care that I'm a bird and I have feathers already". I am realistic and thoughtful. I am able to see the factions by their timings, techings, combined arms possibilities, effectiveness of that, opportunity windows of short life span units. You're the one who is blind to that, ignoring overpowering synergy that would create for ost, imbalancing completely their tiering and tech pace. In: COH2 Balance |
Thread: LeIG is too effective13 Sep 2015, 23:08 PM
So, while we're on numbers, how about we use numbers for auto fire as well? You know, the numbers that matter most, because 90% of time the weapon will be on auto fire? ISG: Scatter angle: 7.5 Scatter distance: 12.0 AoE radius: 4.0 AoE far: 3.0 AoE mid: 2.0 AoE near: 1.0 Reload: Duration min: 6.5 Duration max: 7.1 Pack howi: Scatter angle: 9.0 Scatter distance: 14.0 AoE radius: 6.0 AoE far: 4.5 AoE mid: 3.0 AoE near: 1.5 Reload: Duration min: 6.6 Duration max: 7.2 In: COH2 Balance |
Thread: Balance Preview Update 09/09/201513 Sep 2015, 22:46 PM
Commandos gammon (which is like satchel) still has timing of normal grenade? It's not good... Thats because its much weaker then satchel. They use light gammon bomb, which is pretty much pimped grenade. Normal hammer gammon bombs are like satchels. In: Lobby |
Thread: Commander Overlap a serious problem13 Sep 2015, 22:41 PM
That was in context of soviet and ost first 3 months commanders. Not much changes there, don't you think? In: Lobby |
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