Magic grenade (AT) and shereks are broken the game
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Permanently BannedGuided weapon, with 95% work time...
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Frankly, I am afraid to think what it would happen if they would have a fair chance to miss.
People don't want AT nades or faust to miss.
People (maybe not all) want AT nades and faust to not be triggered if the vehicule move out of range before the throwing animation is over, like in COH1.
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Permanently BannedUmm, no, this is an RTS computer game.
You like power rangers game?
Can you actually learn English before posting nonsense?
Come here just to talk $hit, I bet you've never played the game.
People don't want AT nades or faust to miss.
People (maybe not all) want AT nades and faust to not be triggered if the vehicule move out of range before the throwing animation is over, like in COH1.
This is the big issue, you do good movement, escaping the infantry that haunts you to play the magic potion to the tank, they take you right out of reach, and when knocking out the front and break the engine that is behind...
30 MUNI > 300~+ MP 100~+ FUEL.
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Can you actually learn English before posting nonsense?
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"Why do _____ hurt my tanks!?"
EDIT: Don't take this post too seriously. Please keep voicing your opinions.
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Can you actually learn English before posting nonsense?
Use some critical thinking skills m8.
OP says there should be a chance of failure. Frankly, I agree. I can't recall a time a Sherk has ever missed one of my tanks.
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All of Bravus' posts:
"Why do _____ hurt my tanks!?"
Pretty much.
Come on! Its the dude that thinks AT guns are OP because they kill tanks!
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Come here just to talk $hit, I bet you've never played the game.
Other than English, learn to use the site ladder system too, please.
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Panzerscrecks do miss, and miss a lot in long range. Panzerfaust & Nanomagnetic AT made never miss.
The faust/nade problem had been discussed since pre-launch beta, Relic just don't a fuck. What can we do instead?
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The faust/nade problem had been discussed since pre-launch beta, Relic just don't a fuck. What can we do instead?
maybe because its not a problem? is it really that hard to stay out of range while kiting?
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maybe because its not a problem? is it really that hard to stay out of range while kiting?
Yeah, that's why we just L2P and forget vCOH faust/sticky system whatsoever.
I miss 3 faust instead owning a M8 though.
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maybe because its not a problem? is it really that hard to stay out of range while kiting?
woof, whats the range of Shreks and Fausts?
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Shreks dont always work for the better. I charged a t34 once and at point blank range, they wouldnt shoot because the models kept changing positions from having bullets fired at them. They were shot up before they were able to fire one shot. I was really pissed, because they had one job and they spent five seconds just to set up. But the other 98% of the time they fire properly and hit, and oftentimes i would save my tank by reversing and see schrecks missing it by a fraction. And if you want the game to be realistic, tanks would break down. Then you would complain about everything killing it. Instead, our tanks work perfectly nearly 100% of the time with unlimited fuel and unlimited shells.
Quote from a random PG,
"Asshole! We are panzergrenadiers, not panzer."
Use the screcks after the tank was fausted, chasing a fleeing/kiting tank do no good for the PG.
Posts: 680
Quote from a random PG,
"Asshole! We are panzergrenadiers, not panzer."
Use the screcks after the tank was fausted, chasing a fleeing/kiting tank do no good for the PG.
http://www.coh2.org/topic/14207/kiting-and-at-grenades/page/1
Posts: 503
Permanently BannedBut are they who are winning some games because of these problems in the game, only know how to spam and use these tricks broken game even...
Go play starcraft, not coh please!
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