The worst enemy in the game: Pathfinding
Posts: 9
1) Vehicles tend to turn on the sport or bounce off invisible obstacles, completely stopping in the process. I lose more vehicles to bad pathing than to positioning or being outflanked.
2) Especially US infantry tends to get lost in the HQ, because the space between the buildings is very small and the models are blocking themselves. I had several second delays until the last retreating model finally found his way to the correct building and the squad was commandable, and gearing up your units in maps where you start at the bottom is a nightmare.
As with my other complaint about artillery, I'm perfectly aware of the possibility that it's just my micro that sucks and that there is some super-effective way of handling vehicles correctly to avoid the problem. If so, please tell me, because I don't want to be frustrated quite that often playing the game anymore.
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Posts: 37
if only ... if only the biggest enemy was not there....pathfinding
Posts: 1970 | Subs: 5
Solution? Rotate 180 degrees in place, exposing your rear to the enemy. Then, reverse toward the enemy to take a suicidal detour around whatever obstacle is in the way.
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For the moment, i just want the "go forward then reverse" bug.
Posts: 381
yea the pathfinding needs ALOT or work. also maybe a hold fire for all tanks if they are going to be this stupid and shoot at infantry when you are trying to line up a shot on a tank. the fucking kubel is the drunkest of them all. he is so drunk that the driving has made me not build him anymore. kingtigers will sometimes stop and turn its REAR to the enemies when you press reverse because of a log or stick or hole. RELIC GET TO WORK ON THIS CRAP. oh, yea the american base is a maze for your rifles, its working as intended.
Posts: 306
Thus ending the life of one of my shot soldiers who ran out of cover.
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Posts: 381
Another enemy of tanks is the points, if the tank reverse paths collide with a flag point, it just become stuck there waiting to get zooked in the face, like this
fuck i thought i just had bad luck the one time i reversed into a point. only i was running from jackson and t34's with a kingtiger. lets just say i now avoid points with tanks.
Posts: 505
You know it's a sad state of affairs when the units aren't keeping up with my micro...
I'd really love to see some of that WFA profit go into paying some of the programmers some overtime to get these issues fixed. That would be nice.
Posts: 381
my favorite is when you give a reverse order on the other side of a gap that is not quite wide enough for your tank to go through.
Solution? Rotate 180 degrees in place, exposing your rear to the enemy. Then, reverse toward the enemy to take a suicidal detour around whatever obstacle is in the way.
meh i have noticed that kingtigers just rotate 180 degress because of shell holes or part of tree that usually units just push, but no, the 70 ton kingtiger CANNOT push it. it must go around the log. so very frustrating.
I'd really love to see some of that WFA profit go into paying some of the programmers some overtime to get these issues fixed. That would be nice.
i got banned from the official forums for saying they needed to work overtime to fix the lag and connection issues of pvp when coh2 very first came out and it was lag fest. be careful what you say. but i totally agree that relic should be putting in more than 8 hour days to fix the huge amount of bugs, drops that are now happening since wf release, and pathfinding. instead they will work those 8 hours to make new commanders with new bugs and new vehicles with even worse pathfinding.
Posts: 89
yeah the tanks are bad I mean wtf ive lost so many tanks to the pathing I dunno how cant fix this lol.
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Even the USF HMG guy runs a very wide turning radius when retreating.
Posts: 4928
Even the USF HMG guy runs a very wide turning radius when retreating.
I think he's actually "pushing" an invisible HMG around, which is why he does that. It's also possibly why the M2 sets up and packs up so fast. I never thought to try and rotate it though.
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