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Ridiculous building health

3 Sep 2015, 16:36 PM
#1
avatar of Sirlami
Donator 11

Posts: 422 | Subs: 3

The new maps buildings have stupid amounts of health, for example the center church of one map could withstand 6 or more volleys of stuka fire. And the normal small buildings could take up to 3 volleys. This makes fhq commander ridiculous to deal with in these new maps.(Havent tried using mortar ht flame to burn them yet)
3 Sep 2015, 16:38 PM
#2
avatar of BlackKorp

Posts: 974 | Subs: 2

There are a lot of issues, hope they get attention soon. :unsure:
3 Sep 2015, 16:41 PM
#3
avatar of cr4wler

Posts: 1164

realised the same thing... that one chruch withstood literally 10 minute non stop fire from paks, flamers and mortars... all the while 2 snipers were trying to decimate the maxims spammed around it. he reinforced faster than i could kill his stuff. very balanced.

especially since you cannot decap the FHQ either. all he has to do is send his first pio there, FHQ... indestrucable no-go zone created.
3 Sep 2015, 16:43 PM
#4
avatar of l4hti

Posts: 476

I think buildings were absolutely fine before, only OKW infiltration nades were overperforming!
3 Sep 2015, 17:17 PM
#5
avatar of henka
Donator 11

Posts: 15

so thats why the MG nest i faced (4 mg's) was impossible to kill. All i could do was flame it with a wasp and kill all in it, but then he just re-crewed it.. rince and repeat
3 Sep 2015, 17:18 PM
#6
avatar of MoerserKarL
Donator 22

Posts: 1108

you mean the big church on that düsseldorf map right? This building could withstand a nuke :romeoMug:
3 Sep 2015, 17:42 PM
#7
avatar of ThatRabidPotato

Posts: 218

you mean the big church on that düsseldorf map right? This building could withstand a nuke :romeoMug:
I guess I just got lucky then, one single incendiary barrage from a mortar halftrack took care of it for me.
3 Sep 2015, 18:05 PM
#8
avatar of MoerserKarL
Donator 22

Posts: 1108

I guess I just got lucky then, one single incendiary barrage from a mortar halftrack took care of it for me.


oh okay. Never tried flames against this build :foreveralone: my fail :D
3 Sep 2015, 18:17 PM
#9
avatar of cr4wler

Posts: 1164



oh okay. Never tried flames against this build :foreveralone: my fail :D


i did... with flamer pios tho. hardly did anything.
Only Relic postRelic 3 Sep 2015, 18:20 PM
#10
avatar of Jason_RE
Developer Relic Badge

Posts: 13 | Subs: 25

The new maps buildings have stupid amounts of health, for example the center church of one map could withstand 6 or more volleys of stuka fire. And the normal small buildings could take up to 3 volleys. This makes fhq commander ridiculous to deal with in these new maps.(Havent tried using mortar ht flame to burn them yet)


There is a bug at the moment with 'Big Explosive' weapon types not triggering building panel criticals. Its already been fixed and should roll out in the next patch.
3 Sep 2015, 18:21 PM
#11
avatar of ThatRabidPotato

Posts: 218



There is a bug at the moment with 'Big Explosive' weapon types not triggering building panel criticals. Its already been fixed and should roll out in the next patch.
Is it anything like the bug where the Stuka only fires one rocket? :P
3 Sep 2015, 18:25 PM
#12
avatar of Sirlami
Donator 11

Posts: 422 | Subs: 3



There is a bug at the moment with 'Big Explosive' weapon types not triggering building panel criticals. Its already been fixed and should roll out in the next patch.


Ah alright, thanks for responding :)
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