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russian armor

UKF mg cant shoot from inside emplacement, why?

21 Nov 2015, 00:48 AM
#1
avatar of DREADNOUGHT

Posts: 79 | Subs: 1

It should be able to so it can help defend the emplacement from attack.
21 Nov 2015, 00:57 AM
#2
avatar of Swift

Posts: 2723 | Subs: 1

It was deliberately removed because it was very difficult to counter.

Now can you please confine all of your questions to one thread?
21 Nov 2015, 00:58 AM
#3
avatar of tiyq
Donator 11

Posts: 55

September 17th Patch Notes
Emplacements

Slight adjustment to emplacements to prevent HMG weapon teams from garrisoning to prevent odd behavior. Brace has been given a cooldown to allow opportunity of attack for opposing players. 75 seconds actually means 45 seconds due to the 30 second duration time.
Can no longer garrison HMG weapon teams

Brace cool down increase from 15 to 75 seconds (45 seconds in game)


stop that stupid spam
21 Nov 2015, 00:59 AM
#4
avatar of DREADNOUGHT

Posts: 79 | Subs: 1

jump backJump back to quoted post21 Nov 2015, 00:57 AMSwift
It was deliberately removed because it was very difficult to counter.

Now can you please confine all of your questions to one thread?


Sure np

21 Nov 2015, 00:59 AM
#5
avatar of Dullahan

Posts: 1384

Typical relic balancing approach, honestly.

21 Nov 2015, 01:00 AM
#6
avatar of Swift

Posts: 2723 | Subs: 1

Thank you! We can be much better friends after that.
21 Nov 2015, 01:01 AM
#7
avatar of DREADNOUGHT

Posts: 79 | Subs: 1

jump backJump back to quoted post21 Nov 2015, 00:58 AMtiyq


stop that stupid spamm :banned:


wooh wooh

Calm down, I'm not the all knowing google. Try not to knee jerk ban everyone for asking a question. Jesus.
21 Nov 2015, 01:03 AM
#8
avatar of Bananenheld

Posts: 1593 | Subs: 1

Just make a sticky for him,dreadnought the more you know :D
21 Nov 2015, 01:04 AM
#9
avatar of DREADNOUGHT

Posts: 79 | Subs: 1

jump backJump back to quoted post21 Nov 2015, 01:00 AMSwift
Thank you! We can be much better friends after that.


Winston likes having friends :)

Never meant to be confrontational, in the end we all want a genuinely balanced game.

But on the topic, considering the emplacement nerfs and brit nerfs in general, they should allow the mg garrison now.
21 Nov 2015, 01:56 AM
#10
avatar of tenid

Posts: 232

Being serious the patch notes themselves indicate this wasn't a balance issue, it was a "we can't get it to work right" issue.

From what I remember the face MG command had some very odd behaviour like forcing the 17pdr to turn. The MG also seemed to get stuck facing one direction when in the mortar pit.

It would be nice if they actually tried to get it working again. Putting something other than sappers in a mortar pit to get the bonus would be nice.
21 Nov 2015, 03:40 AM
#11
avatar of Dullahan

Posts: 1384

jump backJump back to quoted post21 Nov 2015, 01:56 AMtenid
Being serious the patch notes themselves indicate this wasn't a balance issue, it was a "we can't get it to work right" issue.

From what I remember the face MG command had some very odd behaviour like forcing the 17pdr to turn. The MG also seemed to get stuck facing one direction when in the mortar pit.

It would be nice if they actually tried to get it working again. Putting something other than sappers in a mortar pit to get the bonus would be nice.


I mean the best unit to put in there is heavy engineers since they can hop out and repair it if needed.

I've started using the forward assembly to provide the garrison bonus though. Easier and is almost cheaper than a sapper squad anyway.
21 Nov 2015, 11:45 AM
#12
avatar of tenid

Posts: 232



I mean the best unit to put in there is heavy engineers since they can hop out and repair it if needed.

I've started using the forward assembly to provide the garrison bonus though. Easier and is almost cheaper than a sapper squad anyway.


I usually transition to a forward assembly as the game goes on, but when it's first built the only option that makes sense is the engis that built it. There's also certain maps (like minsk pocket) where being able to garrison the MG that will be covering it anyway would be nice, especially as the vickers is designed to be garrisoned.
21 Nov 2015, 12:13 PM
#13
avatar of ferwiner
Donator 11

Posts: 2885

there is really no point in that as both mg and the whole emplacement will die to single use of any flame weapon. I know it is intended counter but flamer ht for example can kill mortar pit faster than AT gun can kill the ht itself. And it also can attack emplacements from behind shotblockers. Overall emplacements should be much more durable to fire, especially as there is no way to be braced all the time now.
21 Nov 2015, 14:19 PM
#14
avatar of Bananenheld

Posts: 1593 | Subs: 1

there is really no point in that as both mg and the whole emplacement will die to single use of any flame weapon. I know it is intended counter but flamer ht for example can kill mortar pit faster than AT gun can kill the ht itself. And it also can attack emplacements from behind shotblockers. Overall emplacements should be much more durable to fire, especially as there is no way to be braced all the time now.

What? Flame hts kills a braced mortar pit faster than 6pdr shoots 2 times? Maybe i had extremly Bad luck with my flame HT the last 10 games
21 Nov 2015, 14:48 PM
#15
avatar of EtherealDragon

Posts: 1890 | Subs: 1

The forward assembly has a pretty big radius too. I used to get frustrated wit it because it's so squishy and felt like a waste of MP but you can actually build it fairly far back from the front lines and still get the garrison bonus from it's aura.
21 Nov 2015, 17:16 PM
#16
avatar of Dullahan

Posts: 1384


What? Flame hts kills a braced mortar pit faster than 6pdr shoots 2 times? Maybe i had extremly Bad luck with my flame HT the last 10 games



Well it could decrew it pretty quick but I think they removed that mechanic.

It's still a huge exaggeration on his part.
21 Nov 2015, 18:08 PM
#17
avatar of Jewdo

Posts: 271

Just make a sticky for him,dreadnought the more you know :D


Haha
21 Nov 2015, 18:57 PM
#18
avatar of MajorBloodnok
Admin Red  Badge
Patrion 314

Posts: 10665 | Subs: 9

Moved to COH2 Gameplay
22 Nov 2015, 01:20 AM
#19
avatar of Blackart

Posts: 344

Why they removed the ability to put mortar into the trench? It have even a hole on top.
22 Nov 2015, 11:06 AM
#20
avatar of bicho1

Posts: 168

jump backJump back to quoted post21 Nov 2015, 00:57 AMSwift
It was deliberately removed because it was very difficult to counter.

Now can you please confine all of your questions to one thread?

Okw second truck ( torent ) is even harder to conter so what ?
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