Anti-tank guns must have hold fire ability again
Posts: 934
The lack of hold fire makes ATG's extremely easy to counter by artillery and other forms of indirect fire, since you know exactly where they are. I shouldn't be force to move an ATG because it shot a single shot at infantry.
Having no hold fire also reduces the capability of units being able to effectively sync all their damage in the space of 1-2 seconds, offering the great potentially to rapidly destroy an enemy vehicles. In CoH1 with hold fire you could time your Pak shot, shrecks and fausts all to hit at the one time which will do massive amounts of damage very quickly but CoH2 severely reduces that opportunity.
I think this is a relatively simple fix that would make dealing with opponents mid-late game vehicles that bit easier. It also will increase the risk factor in the game for someone utilizing vehicles! CoH2 lacks risks!
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Hold Fire for all units pls! Tanks too!That would be even better
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Really, ALL units should have hold-fire.
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Right now there's a huge problem with AI idiocy autofiring and giving away your flank the moment they run past an observation post. How are we supposed to apply strategy and 'take advantage of truvision' when units are doing stupid things?
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Hold fire for every unit please..
Right now there's a huge problem with AI idiocy autofiring and giving away your flank the moment they run past an observation post. How are we supposed to apply strategy and 'take advantage of truvision' when units are doing stupid things?
Play Men of War MVGame.
Posts: 15
Play Men of War MVGame.
Not sure what you're getting at ... you do know Dawn of War 1, you know that one game made by Relic which Company of Heroes is based off, had a regular Move order that didn't involve attacking?
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