Okay. Was just curious. You called it the "stug immobilisation shot" so I was confused
Unfortunatly i tend to word what i want to say strangely. But i am glad it got cleared up.
Posts: 1289
Okay. Was just curious. You called it the "stug immobilisation shot" so I was confused
Posts: 8154 | Subs: 2
By itself, the rocket strike is essentially 'on the curve' in comparison to other abilities.
Posts: 5279
This is an incredibly dangerous argument to make, as it opens the door to a lot of overpowered nonsense.
Back when the JT 2-shot most mediums? Just scout ahead and make sure not to approach it from the front.
Back when the OST mortar's barrage fired in full auto with laser precision? Just scout ahead and don't put weapon teams in range.
Back when Partisans/Falls/etc. could pop out of any building and use abilities instantly? Just put wire/mines on every door, and don't build your arty near buildings.
Balance arguments needs to be made around the ability, not the presence of the unit. Otherwise the counter to 99% of the things in the game turn into "just don't let your opponent get the unit".
Su-85s deal with heaviest just fine.
Posts: 2358
Posts: 833
Posts: 500
What on Earth are you talking about?
Posts: 3423 | Subs: 1
Faust frequently disappears, or hits and doesn't do damage, making it not a 100% snare but a "spend munitions to spin the wheel" ability.
This has been complained about for years.
Posts: 3588 | Subs: 3
It's really not that frequent in my experience, this is exaggerating.
Posts: 3423 | Subs: 1
Faust missed yesterday vs Markov’s M3A1 in a 1v1 and cause me to later lose my Spios. It’s my fault and I should L2P I guess
Posts: 17914 | Subs: 8
Faust missed yesterday vs Markov’s M3A1 in a 1v1 and cause me to later lose my Spios. It’s my fault and I should L2P I guess. I should have hacked the game to delete the M3A1, then I’d be a good player. /s
Posts: 500
Oh please stop. That's not even fucking close to what I said...
Riflemen snare has been bugged for years. All I'm saying is it's not just grens, which Domine suggested
Posts: 3423 | Subs: 1
But I like how there's nothing being done about it despite being ridiculously easy to fix
Posts: 500
If it were easy to fix they would've done it already? Have you ever read patchnotes? The amount of bugs an average patch addresses is crazy. There are many that have been in the game for years
Posts: 8154 | Subs: 2
>replace panzerfaust and riflenade with soviet AT-nade
there you go
Posts: 3423 | Subs: 1
Not sure if trolling or if you really think that would ever be accepted by Relic.
Posts: 500
Not sure if trolling or if you really think that would ever be accepted by Relic.
Posts: 8154 | Subs: 2
Ahh yes, the proposal of a simple, tried and tested, and easy to implement fix to a dateless problem, truly the most heinous of all trolls!
You are admitting it would be easy to fix and the only problem is relic's reluctance to balance the game properly. A sneer at all these people desperately trying to fix lelic's broken mess, and on a voluntary basis at that.
Still, highly amusing how quickly Soviet style snares have been added to UKF, whereas it seems inconceivable to apply the same to other factions. You could even keep the animations, just change the projectile!
But what am I saying. Why make it easy, when the even easier option of ignoring it remains open to all.
Posts: 3423 | Subs: 1
You are admitting it would be easy to fix and the only problem is relic's reluctance to balance the game properly. A sneer at all these people desperately trying to fix lelic's broken mess, and on a voluntary basis at that.
Posts: 500
No, it's the same concept as replacing the Maxim with an MG42 because they can't change animations to fix deathloop.
They are not gonna remove content because once in a while it bugs out.
Also, are you a modder? Cause i don't know if Grens models have the animation for doing the AT grenade throw.
Posts: 8154 | Subs: 2
They do have the AT grenade throw. It's ingame and even used. Even if they wouldn't have, you could simply have the pfaust projectile replaced by a nade. Same ability, different animation, equal outcome.
65 | |||||
26 | |||||
4 | |||||
161 | |||||
30 | |||||
17 | |||||
4 |