Profile of undostrescuatro
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Post History of undostrescuatro
Thread: need better control for tanks!15 Dec 2013, 14:33 PM
i had the same experience and took the decision im never building turreted tanks again. its t4 for me all the time. In: COH2 Gameplay |
Thread: So.. um ..Don River14 Dec 2013, 00:32 AM
i didnt like the map. need some adjustments. In: COH2 Gameplay |
Thread: Patch Notes Discussion (Dec. 10th)13 Dec 2013, 21:05 PM
k In: COH2 Balance |
Thread: Building nerf. 13 Dec 2013, 19:19 PM
look i agree with all you are saying, but buildings need a tweak their current state is not the optimal state. they are more of a disadvantage than an advantage. no one chooses a disadvantage. scouting is no the purpose of the house. Also many times houses are in areas where green cover is not close by. If you are tactical in what unit you put inside you can maximize damage output while minimizing damage. something to be picked because there is nothing else better is represented by debris. in thise case houses have become glorified debris. In: COH2 Gameplay |
Thread: Patch Notes Discussion (Dec. 10th)13 Dec 2013, 18:56 PM
If you read yesterday's notes you'll see we addressed the Radio Intercept issue. Is it still not working for you? well i dont see it in the link maybe im just missing it. still i will check and provide an answer. yesterday i picked the commander at 1cp by mere instict so i can not know In: COH2 Balance |
Thread: Building nerf. 13 Dec 2013, 18:47 PM
i disagree. running for a house its an important factor in combats, so much as they become strongholds and get usualy bombarded in actual combat. in the game its supposed to be a trade off. you pretty much have a stronger control of the surrounding zone but then you loose mobility and damage output. the cold stuff is only for winter maps, and the at stuff is even more situational. as i said they only work to place mgs because they auto rotate. other than that in their current state they are just pretty interactable debriss, you could pretty much replace the houses with woods and watchtowers it wont make much of a diference. i reiterate in case people forget their current state is better than the previous state. but this state is wrong too. In: COH2 Gameplay |
Thread: Building nerf. 13 Dec 2013, 18:39 PM
i was allways like that. but before they lasted longer (bullshit longer thats why it needed the nerf). the trade off of buildings was supposed to be less damage for more survivability, right now its less damage and less survivabilty, right now they are pretty much worthless. only good for mgs so they auto switch sides and become harder to flank. In: COH2 Gameplay |
Thread: Building nerf. 13 Dec 2013, 18:26 PM
all the maps are soviet territory hence all the houses are soviet houses. there are small houses with only 2 windows and 1 door. those shits are deathdraps with this patch. 1 unit shooting, but all of them dying. 2 step foward 1 steps back. does the house also allows for the unit out in the window deall all of the squad damage?? houses need adjustment. In: COH2 Gameplay |
Thread: Patch Notes Discussion (Dec. 10th)13 Dec 2013, 17:01 PM
Some of you may have noticed but we left some stuff out of our December 10th notes. well in this patch tough radio intercept its a lvl 0 skill it does not work until you reach lvl 1, how do you communicate this bug? can you put this in your to do list? much apreciated. on a side note plz buff soviet propaganda arty. In: COH2 Balance |
Thread: Building nerf. 13 Dec 2013, 16:55 PM
this is definetively a step in the right direction. but then again its like 2 steps foward 1 step backwards. as bud said in vcoh units in green cover could win vs houses. but for that you had to use the side of the house with fewer windows. not just walk to the door with your pgreens and slaugther all inside with no cover at all, and no grenades (ill put video up later). In: COH2 Gameplay |
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