Day 1 Issue's with COH2 that still aren't fixed
Posts: 394
I'll start it:
1. German S Mines that had a warning sign;
Posts: 2779
3. Ostheer sniper hold fire bug, vet one stun still not stunning anyone.
4. Windustry 3CP is a lie.
5. Maphack radio giving out mining position, seriously?
Posts: 1571
7. Redundant Stug III E
Posts: 680
2. 222 are worthless, and more worthless than before.
3. Ostheer sniper hold fire bug, vet one stun still not stunning anyone.
4. Windustry 3CP is a lie.
5. Maphack radio giving out mining position, seriously?
Windustry fixed yesterday? Doesnt give any more fuel before 3CP at the moment.
Posts: 790 | Subs: 2
Posts: 2561
Posts: 157
#0:Russian late game.
x1
-AssGren's useless grenade (make it into the stun grenade or something).
-Unit pathing (addtionally...units should be able to vault more frequently over fences and use the shortest route to their destination)
-HUGE and obstusive ingame UI
-Reinforcing from upgraded halftracks
Posts: 2838 | Subs: 3
Windustry fixed yesterday? Doesnt give any more fuel before 3CP at the moment.
Yes. It was hotfixed.
Posts: 17914 | Subs: 8
I'm not sure the coh2.org forums can handle a thread long enough.
To me its a classic "nerf soviet, buff german" thread and it handled these pretty well so far. Can't see why one more wouldn't work.
Posts: 211
Posts: 123
Posts: 1944 | Subs: 2
10: many of the original commanders are extremely redundant and should be removed/consolidated/restructured
11: zone capture timer should reset if player A leaves and player B enters radius
12: the only infantry weapon that does consistent dps is the MP44, everything else is far too random
13: mid game lasts like 90 seconds
14: infinite range AT nade + Faust
15: P4 and T34 main gun really inconsistent vs soft targets
16: Tanks miss other tanks too often, should only happen from very long range. You already have a chance of not penetrating so also having a chance to not even hit makes it even more RNG dependent.
Posts: 550 | Subs: 1
2. 222 were actually overpowered initially and were nerfed, so totally wrong here.
4. fixed and *wasn't part of the game when it released.
7. *. Furthermore the stug e is rather useful. It gets a rather fast to attain "target weak spot" and is decent against t70s and infantry. If one is looking for something with better at capability, one could have a look at the non e version
+1 to almost everything from Lucky and Basilone.
17. input lag
18. path finding
19. unit responsiveness
Posts: 317
20. Server lists
21. Custom hotkeys
22. Mod support
23. sandbags
24. useful tank traps
there is actually so much missing stuff that its hard to name all of them because you loose track of them easily
Basilone made very good points
Posts: 550 | Subs: 1
Posts: 368
Jesus Christ guys, this thread is beyond pathetic, it's like the essence of Nullist has been spread over the boardwhiners and they just keep on going without thinking nor checking with reality.
- 222 isn't worthless and has been imba.
- Windustry was fixed, wasn't there since day one.
- StuG III wasn't in multiplayer since day one afaik.
- Neither were AssGrens.
- Reinforcing from upgraded HTs - whut!? Standard even in CoH1.
- Camera zoom level?? ???? It's fine.
I won't go on, lag has been fixed for me with the servers. This was a really good patch for the game, but Relic could certainly still use constructive criticism.
- But then, this!? This is the opposite; it's like the epitome circlejerk self-deprecation.
Posts: 1664
The Maxim and Dushka especially suffer because rotating it often involves the gunner spinning in circles like a dog about to go to bed.
I would also like to see attack ground on Guards so you can shoot at cover with the PTRS rifles.
Posts: 379
Posts: 230
Posts: 368
- non-half assed chatrooms
- in game leader boards
- ranking system
- P2W
_ bullitins (In a diceroll game really?)
- terrible replays sytstem
- the relic menatlity: "we happy with the game at this point"
- lack of their own public forums (companyofheroes.com)
- Blizzards: they dont alter the game at all and just cause lag
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