Tbh i never played usf until the jackson buff.
I thought rifleman snares were added later from launch?
They always had snares.
Posts: 8154 | Subs: 2
Tbh i never played usf until the jackson buff.
I thought rifleman snares were added later from launch?
Posts: 3423 | Subs: 1
So you are just going to ignore the screenshots made 5 minutes ago IN GAME?
Posts: 785
I know the vet descriptions are generally trash, but the default in-game one says "increased ability range" without specifying one. I assume smoke grenade used to benefit from the bonus as well, frag grenade definitely does
Posts: 3423 | Subs: 1
I have asked in another thread for these bonuses to instead apply to the rifle company and urban assault abilities (fire up, riflemen flares, incendiary grenade) since they are otherwise no longer used and just take up space in the attribute editor. It'd be a nice 'buff' for these doctrines that falls in line with what the veterancy is supposed to do in the first place.
Posts: 3166 | Subs: 6
Wow did the mod team sneak that snare vet in?
Is it even a rifle nade since it dont have the long animation.
No wonder i always felt pfaust is worst snare.
Does cons and sappers get the same vet
Not for conspiracy, but usf again? With mod team being how admandant not touching 60td/jackson...wow just wow.
Posts: 2458 | Subs: 1
They've had snares since the faction was released and their veterancy has been the same for years. Maybe check facts before throwing around unfounded accusations.
Posts: 17914 | Subs: 8
So is the increased snare for Riflemen intended or not? And why do my Riflemen at vet 3 not get the extended snare range as seen in the screenshot? Is the ability bugged?
Posts: 785
So is the increased snare for Riflemen intended or not? And why do my Riflemen at vet 3 not get the extended snare range as seen in the screenshot? Is the ability bugged?
If their is indeed an increased snare range for Riflemen in the veterancy then please remove it because this doesn't seem intentional to me when even the newly upgraded veterancy guide doesn't mention it.
Posts: 2458 | Subs: 1
Did you try deselecting and reselecting the unit to make sure the ability radius fx was updated? The extra range works regardless no matter the case.
And this bonus has been in the game probably since day fucking one of WFA, but just as I predicted the moment I mention it - something apparently so fucking minute you didn't even believe it existed - and it's suddenly a huge fucking balance issue that has to be removed.
You people dont look at stats - don't even know these things exist, call me some kind of idiot for thinking they do, and now you just want it changed for.... reasons! What is the point of this fucking forum and why do I come back here
Posts: 785
Balance team does these "normalisation" changes all the time so why not when it's regarding OP USF stuff? Stuart got aim time reduced for no reason too. So why not this, it makes no sense.
Balance team does these "normalisation" changes all the time so why not when it's regarding OP USF stuff? Stuart got aim time reduced for no reason too. So why not this, it makes no sense. Why should double bar vet 3 riflemen have more snare range than 4-man grenadiers?
It's also not my fault the ability is apparently bugged in cheat-mod because I never had this issue when testing any other ability before.
I don't know either why you come back to this forum considering you have a total of like 15 games in COH2 automatch. Why do you even discuss balance?
Posts: 2458 | Subs: 1
Makes perfect sense. Increased range on abilities... it's not even unique, we've got it on the Pfussies.
Also, tell me again how this 3.75 range increase you literally learned about today is OP, huh? How many games do you think you lost or won because of this broken stat thats been in the game for fucking forever, huh? And you wanted to talk about ignorance? Why don't you take a break on this one.
"How many games do you think you lost or won because of this broken stat thats been in the game for fucking forever, huh?"
Posts: 785
So why is the balance team reducing Stuart aim time then?
I could say the same:
I tell you why: Because these things make no sense at all and should be "normalized". I have been saying that Panzerfüssiliers need to lose the insane snare range too. So why should I not ask the same for Riflemen??
Posts: 606
Posts: 3423 | Subs: 1
It's also not my fault the ability is apparently bugged in cheat-mod because I never had this issue when testing any other ability before.
I don't know either why you come back to this forum considering you have a total of like 15 games in COH2 automatch. Why do you even discuss balance?
Posts: 2458 | Subs: 1
I'm just going to crash in here with a completely new topic.
With regards to the debate and vote on balancing heavies. Is the biggest problem currently not the Tiger I from the new OKW doctrine?
At least in 1v1 it seems that 90-95% of players use this doctrine which is never a good sign. So perhaps in spite of all other changes being made, something should be done here to make this viable but not dominating. I'm leaning towards making the full tech requirement just like with a KT, but I'm open to have my mind changed.
Posts: 2458 | Subs: 1
Neither nerf is required, and neither should be implemented. Ive held this same position the past 20 posts now, when I even predicted this same kneejerk reaction from the likes of you.
There's no issue to be found here other than you trying to save face on this.
Posts: 13496 | Subs: 1
I'm just going to crash in here with a completely new topic.
With regards to the debate and vote on balancing heavies. Is the biggest problem currently not the Tiger I from the new OKW doctrine?
At least in 1v1 it seems that 90-95% of players use this doctrine which is never a good sign. So perhaps in spite of all other changes being made, something should be done here to make this viable but not dominating. I'm leaning towards making the full tech requirement just like with a KT, but I'm open to have my mind changed.
Posts: 3166 | Subs: 6
And why do my Riflemen at vet 3 not get the extended snare range as seen in the screenshot? Is the ability bugged?
Posts: 13496 | Subs: 1
...
You people dont look at stats - don't even know these things exist, call me some kind of idiot for thinking they do, and now you just want it changed for.... reasons! What is the point of this fucking forum and why do I come back here
You don't even apologize for these things you said to me, you don't say anything. Disrespect me publicly and now you want some half-decade old sbps stat removed for what, for not being included in an unofficial and flawed vet guide.
Posts: 1794
They've had snares since the faction was released and their veterancy has been the same for years. Maybe check facts before throwing around unfounded accusations.
31 | |||||
2 | |||||
2 | |||||
315 | |||||
233 | |||||
14 | |||||
13 | |||||
8 | |||||
6 | |||||
3 |