Toxic as fuck!
Not so toxic when you have a situation when 1 guy is trolling You. He is in game, he is writing but he is not doing anything.
Thread: October 30th Patch Predictions 21 Oct 2014, 15:47 PM
Not so toxic when you have a situation when 1 guy is trolling You. He is in game, he is writing but he is not doing anything. In: Lobby |
Thread: October 30th Patch Predictions 21 Oct 2014, 13:22 PM
I just want one thing... Be able to kick "teammate" by voting. 3 votes and guy is out in 4v4. In: Lobby |
Thread: What do you think of an SU-85 buff?20 Oct 2014, 14:55 PM
I love SU85. Get vet 3 and melt everything except JT. The only thing I would change is front armor. Little buf in this case let's say to 160 and Im good. In: COH2 Balance |
Thread: Retreat path.20 Oct 2014, 12:22 PM
But you could implement a function that creates a retreat route depending on where enemies have been seen in the last 15 seconds or so. Let's say every enemy unit has a radius that the retreat function tries to avoid. Then, when retreating, your units would choose the safest and quickest way. This. Right now it's like: I see massive blob of enemies ahead of us but let's just run into them. It should be different. If retreating units spot enemy, they should look for free path. In: COH2 Gameplay |
Thread: Retreat path.20 Oct 2014, 10:37 AM
I feel like you cannot flank with inf. Just go and attack frontally cause falnking will be deadly when you retreat troops. For example, Oka River. I was flanking with 2x Grens with LMGs and PzGrens with Schrecks from left side for bottom ammo (I knew middle was taken). In a moment I needed to retreat. Obvious way, for me, would be path I walked to that point. Free from enemies but no. My suads decided to run through uncovered middle stragith into maxims, schocks, shermans etc. Result? All dead. Reatrat path algorithm makes units to run the shortest way but not the wisest. I mean, If I would be a soldier and had to run away I would not do it stragiht into my enemy, right? I think retreat path needs some improvements so that it would not the shortest but the safest. In: COH2 Gameplay |
Thread: 2x SU vs OKW & OST19 Oct 2014, 19:35 PM
I can imagine that it won't work without mics or if you are in random mode. Too much co-operation. |
Thread: New Map (6-8) Vielsam18 Oct 2014, 08:49 AM
Technically it is, but on other maps it's hard to set up med truck very close to fuel points. For example Steppes. It's easy to use ZiS if you build it on island or in middle fuel point. Or La Gleize. Build med truck near fuels points and they will be destroyed really fast. This map is different. Many, many building to hide med truck so close to strategic points. Enough to say when I was shooting at OST mortar it could get reinforcement while shooting when I had to reatreat to base. Major, Ambulance? Soviet Halftrack to reinforce? Allies are so privileged, have mobile reinforcement and retreat point units! Since when Major appears at the same time as med truck? Same thing for halftruck. In: COH2 Gameplay |
Thread: 2x SU vs OKW & OST18 Oct 2014, 08:39 AM
I have really huge problems, with such combination in early game, especially on road to kharkov. 2 Kubels are pushing allies fuel point with strompio, behind them 2-3 mortars. How do you break it? U cant use Maxims cause of mortars, you can't use Scout Cars cause 2x kubels and Panzerfaus will kill them and gg. How do you deal with such combination? |
Thread: New Map (6-8) Vielsam17 Oct 2014, 22:25 PM
I dont like this map. It puts OKW you in a privileged position. Why? Just build med truck, make retreat point and gg. Allies need to go back to the base and attack again. It's like 2mins with reinforce. By this time OKW can get nice advantage and get ready for attack or even stand close to med truck and reinforce all the time. In: COH2 Gameplay |
Thread: USF, Vehicle Crew17 Oct 2014, 11:02 AM
There is zero combat value in vehicle crews. But you can give then Thompsons for 90 ammo ![]() In: COH2 Gameplay |
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