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russian armor

Tank smoke.

28 Jun 2015, 15:08 PM
#41
28 Jun 2015, 16:17 PM
#42
avatar of ilGetUSomDay

Posts: 612

Personally, I think it just needs a delay. The Sherman smoke has a minimum range as well as a short delay (un-intended). As it has been stated before, smokes to save your tank are fine, but the instant save is the irritating part.

Just like how the old blitz activated nitro and was just about immediately out of danger, nerfing the time to execute would be a viable, and in my opinion a preferable fix.

This is the exact same thing that should be done to the USF get out of jail free card with the super glue.
28 Jun 2015, 18:02 PM
#43
avatar of Omega_Warrior

Posts: 2561



This is simply wrong. Games should be balanced for competitive play, that's out of question. No one needs 2 seconds to reverse, vehicles just have acceleration and deceleration time.
No it's not wrong, because unlike what you just wrote which is your own personal opinion. What I wrote is something relic said themselves. Relic balances for all skill levels not just the top players.

That's just simply what you want because you don't care about less skilled players. Relic on the other hand needs to concern themselves with all players, seeing as they need more then 200 players to keep this game alive.
28 Jun 2015, 19:07 PM
#44
avatar of braciszek

Posts: 2053

This is the exact same thing that should be done to the USF get out of jail free card with the super glue.


It would be best to remove it now. Vehicle criticals repair at 75% health now, and vet 3 vehicle crews repair fast enough to repair normally in a situation where a vehicle gets fausted or something.

Things that are good enough on their own dont always need a random vet ability NDA
28 Jun 2015, 19:12 PM
#45
avatar of m00nch1ld
Donator 11

Posts: 641 | Subs: 1

Panzer Tactician is such a no brainer no skill instapop escape tool. It also breaking button is stupid. It should either have an activation delay (like with USF vehicle crew evacuate) so it has to be used pre emptively, or it should be an aim launcher like the Sherman that takes time and tactical placement.

Or alternatively it just shouldn't be on Panthers and Tigers, the massive Health and armour on those vehicles is already more than enough for them to be incredibly difficult to destroy, especially combined with the really low rate of fire of Ziss Guns.

With the abundance of RNG, especially within tank battles Coh2 really needs to increase the skill differentiators by removing abilities and tactics that require no effort or skill, as well as preventing a player from being punished if they make a mistake and get outplayed. Panzer Tactician is one of the worst offenders.


the same with mark target. but in that case it would be easier to just remove pretty much all abilities from the game. but that would make a game pretty boring wouldnt it?

i would also call usf tank smoke more no brainer-no skill. smoke the front of the attack on enemy positions and rush in with shermans.
28 Jun 2015, 19:16 PM
#46
avatar of braciszek

Posts: 2053


the same with mark target. but in that case it would be easier to just remove pretty much all abilities from the game. but that would make a game pretty boring wouldnt it?

i would also call usf tank smoke more no brainer-no skill. smoke the front of the attack on enemy positions and rush in with shermans.


The many no-brainer-no skill abilities coming with NDA faction Kappa
28 Jun 2015, 20:01 PM
#47
avatar of VonIvan

Posts: 2487 | Subs: 21

Some people forget about attack ground, and the ability to anticipate said smoke use. :foreveralone:

I also don't think it's skill-less. :foreveralone:
Examples:
  • Use smoke in front of retreating inf so they don't get wiped.
  • Use smoke to cover other vehicles badly damaged on the front.
  • Use smoke to give cover for outgoing/incoming advances.
  • Use smoke to tactically distract the enemy's focus. :foreveralone:
28 Jun 2015, 20:12 PM
#48
avatar of Omega_Warrior

Posts: 2561

jump backJump back to quoted post28 Jun 2015, 20:01 PMVonIvan
Some people forget about attack ground, and the ability to anticipate said smoke use. :foreveralone:

I also don't think it's skill-less. :foreveralone:
Examples:
  • Use smoke in front of retreating inf so they don't get wiped.
  • Use smoke to cover other vehicles badly damaged on the front.
  • Use smoke to give cover for outgoing/incoming advances.
  • Use smoke to tactically distract the enemy's focus. :foreveralone:

Don't worry I shall adapt. From now on I will preemptively use attack ground on every tank, just in case they use smoke. I'm sure Ill kill many tanks that way.:foreveralone:
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