Steel Wires on Semoskiy bridges, any way around?
Posts: 56
Posts: 1248
Posts: 56
It's called an AT Gun Kappa
That's called forcing a players hand with zero commitment or investment. Game breaking. Is there any other way?
P.S please keep that cringeworthy twitch jargon to twitch, its the lamest thing since l337 speak. Thanks.
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4Head
Posts: 658
You can also go for AssEngis and use demos MVGame
Posts: 56
Kappa is used everywhere on the website dude, get used to it.
4Head
Thanks for the warning. I guess I'm just not cool enough nor hilariously original for this forum? KAPPA.
I suppose this design flaw truly is a broken feature, then? And no, im not talking about people still finding 'Kappa' and 'MVGame' hilarious enough to use outside of Twitch.
Posts: 262
Thanks for the warning. I guess I'm just not cool enough nor hilariously original for this forum? KAPPA.
I suppose this design flaw truly is a broken feature, then? And no, im not talking about people still finding 'Kappa' and 'MVGame' hilarious enough to use outside of Twitch.
I don't think I would put it that way. Something involving the word "pretentious" might be fitting though.
And no, as was explained to you it isn't a design flaw or a broken feature.
The first step is not to let them wire it up, failing that use an at gun + attack ground.
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Permanently BannedThere's really no reason to be offended by it; it's parallel to being a Grammar Nazi. If it really bothers you that much, either just ignore when it's posted or leave.
Posts: 658
If the former is the case: How exactly is your enemy getting to this bridge AND is able to wire it off? Do you stay for 2 minutes in your base before doing something?
If it happens during the game at some point you should have tools to deal with it.
Posts: 154
Posts: 56
If you let your opponent wire off your bridge then yes, there's no way to remove the wire without ATGs, medium tanks or bazookas.
You can also go for AssEngis and use demos MVGame
Requires a doctrine choice + unit investment. Seems fair.
I don't think I would put it that way. Something involving the word "pretentious" might be fitting though.
And no, as was explained to you it isn't a design flaw or a broken feature.
The first step is not to let them wire it up, failing that use an at gun + attack ground.
Yes, i guess it was my mistake overseeing such a silly design flaw on my return to COH2.
Twitch's emotes are to a certain degree an integral part of the CoH2 social community because [popular CoH2] Twitch streams often servers as the primary chatroom for discussion of CoH2 things.
There's really no reason to be offended by it; it's parallel to being a Grammar Nazi. If it really bothers you that much, either just ignore when it's posted or leave.
People with bad grammar cant help their stupidity or laziness. But even the smartest of people can help typing 'Kappa' at someone on the internet. Sure amongst Twitch chat and fellow potatoes, knock yourselves out! Yes i should just ignore it.
OKW has very strong jaeger-engineers. They can also field a fast Jeep. In combination, its very easy to force your Riflemen off one side of the map and wire that side's bridge before you can find your way back up there and kill the engineers in time. You cannot be securing both flanks utterly at all times during the early game, you can't always have total map domination.
All the OKW retard has to do is move his force from east-west and vice versa until he has managed to secure all bridges with wire. If I'm going for a half-track strategy, I'm fucked for another 5-10 minutes unless I invest in a unit i don't want to build nor is useful to my strategy just to break some free damn WIRE. I don't mind how you want to spin it, this is a design flaw, beyond stupid.
I don't think it's broken
It is. I hope Relic read these forums and think about dealing with this nonsense.
Posts: 262
Requires a doctrine choice + unit investment. Seems fair.
Yes, i guess it was my mistake overseeing such a silly design flaw on my return to COH2.
People with bad grammar cant help their stupidity or laziness. But even the smartest of people can help typing 'Kappa' at someone on the internet. Sure amongst Twitch chat and fellow potatoes, knock yourselves out! Yes i should just ignore it.
OKW has very strong jaeger-engineers. They can also field a fast Jeep. In combination, its very easy to force your Riflemen off one side of the map and wire that side's bridge before you can find your way back up there and kill the engineers in time. You cannot be securing both flanks utterly at all times during the early game, you can't always have total map domination.
All the OKW retard has to do is move his force from east-west and vice versa until he has managed to secure all bridges with wire. If I'm going for a half-track strategy, I'm fucked for another 5-10 minutes unless I invest in a unit i don't want to build nor is useful to my strategy just to break some free damn WIRE. I don't mind how you want to spin it, this is a design flaw, beyond stupid.
It is. I hope Relic read these forums and think about dealing with this nonsense.
Im reasonably sure attack ground with a halftrack will do the trick
Posts: 56
Im reasonably sure attack ground with a halftrack will do the trick
I will try this thank you sir.
Posts: 658
Im reasonably sure attack ground with a halftrack will do the trick
Attack move will do the trick. Attack ground is likely to miss.
Requires a doctrine choice + unit investment. Seems fair.
It requires a doctrine choice for USF - not for Soviets
Posts: 680
Posts: 262
Attack move will do the trick. Attack ground is likely to miss.
I was unaware that units would auto attack wire. Are you sure about that?
Posts: 658
I was unaware that units would auto attack wire. Are you sure about that?
No, units don't attack structures automatically
Using attack move on wire or abandoned vehicles/support weapons is just more accurate than attack ground.
Press A > click on wire or other structures (buildings/support weapons etc) and units will aim at it.
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