The reason relic changed unit spacing and formation.
Posts: 270
Tip: Don't rely on your anti-everything doom blobs too much, they might be wiped out in the blink of an eye.
Posts: 513
Because medium donks with massive HE couldn't do shit against inf. Sherman, t34, PIV were quite garbage against inf and a waste of resources. Now they are actually useful, thanks to this smart change. And I think it's here to stay.
Tip: Don't rely on your anti-everything doom blobs too much, they might be wiped out in the blink of an eye.
No they changed unit spacing because squads struggled to get fully into cover due to spacing. Nice try though
Posts: 1116 | Subs: 1
Permanently BannedBecause medium donks with massive HE couldn't do shit against inf. Sherman, t34, PIV were quite garbage against inf and a waste of resources. Now they are actually useful, thanks to this smart change. And I think it's here to stay.
Tip: Don't rely on your anti-everything doom blobs too much, they might be wiped out in the blink of an eye.
Once again tea maker you are wrong. Squad spacing wasn't to buff mediums, but to help large squads fit behind cover correctly.
You can't seriously expect this to be because they wanted to buff mediums. If they wanted to do that why didn't they just increase their AOE???
120mm, isu152, king tiger, all AOE weapons etc were all buffed because of it.
Squad spread behavior can also be changed when a unit is out of cover not just all the time, thanks to modders who have told us its possible. Just relic, err - lelic doesn't want to and says they have no plans to change it.
Posts: 640
No they changed unit spacing because squads struggled to get fully into cover due to spacing. Nice try though
^ he is right.
Anyways would love to see better spacing on small squads e.g. Obersoldaten and Fallschirmjäger are so close together... Scott -> insta wipe.
Posts: 270
Posts: 1116 | Subs: 1
Permanently BannedChanging AOEs would require much more time and efforts. It is one simple universal solution.
Yeah being lazy really did us all good. Thanks lelic you made mediums a bit better but you made a lot of units OP nice work. Hurr, just stop tea maker.
Posts: 3103 | Subs: 1
I was a lot happier when I had to micro my tanks backward from infantry more regularly than expecting a 50% chance to wipe with every hit.
Posts: 2115 | Subs: 1
youre amazing.
Posts: 270
Posts: 1116 | Subs: 1
Permanently Banned"Infantry micro too hard" "Use tanks" "Blaze it" - Tea Maker
Posts: 270
Posts: 862
Because medium donks with massive HE couldn't do shit against inf. Sherman, t34, PIV were quite garbage against inf and a waste of resources. Now they are actually useful, thanks to this smart change. And I think it's here to stay.
Tip: Don't rely on your anti-everything doom blobs too much, they might be wiped out in the blink of an eye.
Think of it like this... The models within a squad are programmed to look for cover when they are in an area but also to be a certain distance from each other. The old spread out method was better for advancing over open ground but when a squad tried to hid behind cover, those retards Sasha and Ivan always stood out in the open because they didn't want to get closer to the other guys behind the wall. Now they would get pinned as if they were in the open and not in green cover, causing the rest of the squad to get pinned (and to hate Relic and ask for better cover-seeking). BTW, other factions also suffered from this.
Better cover seeking was granted (along with 4 man weapon crews to Ost) and all was great and happy in the world of COH2 for about a day when everyone figured out they were now getting squad wipes.
But it seems you can't code for both in different situations, only for one or the other.
Posts: 2487 | Subs: 21
Posts: 8154 | Subs: 2
Posts: 1617
I hope at some point this thread evolves into realizing that unit spacing doesn't help against blobs rather than screwing single squads.
My falls got one-shotted by a Stuart today, while my HE M4 missed 2 out 3 shots against a blob yesterday!
You satisfied?
Posts: 2561
Changing AOEs would require much more time and efforts. It is one simple universal solution.Stop talking about something you know nothing about.
If you had even a modicum of programming knowledge. you would know that modifying the programming of model AI is a shit ton more time then simply changing a number value in a few units stats. You couldn't be more wrong.
Posts: 713 | Subs: 2
Posts: 258
Posts: 270
you would know that modifying the programming of model AI is a shit ton more time then simply changing a number value in a few units stats.
You are wrong and have no idea how COH2 works. Don't derail please.
Also modifying unit formation and spacing not only improved medium vehicles in terms of AI, it also made using cover mechanics much more effective.
Posts: 836 | Subs: 5
Livestreams
73 | |||||
22 | |||||
19 | |||||
5 | |||||
14 | |||||
8 | |||||
2 | |||||
2 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.829222.789+35
- 2.34957.860+14
- 3.587233.716+3
- 4.1095612.641+19
- 5.883398.689+5
- 6.280162.633+8
- 7.997646.607+1
- 8.379114.769+1
- 9.300113.726-1
- 10.717439.620+1
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
3 posts in the last week
23 posts in the last month
Welcome our newest member, strzlagx81
Most online: 2043 users on 29 Oct 2023, 01:04 AM