Rifle Company Fire Up
Posts: 30
Posts: 935
Posts: 1144 | Subs: 7
Posts: 17914 | Subs: 8
Posts: 3103 | Subs: 1
Relic thought it will be awesome idea to transfer ability from coh1 together with its disadvantages, but somehow forgot about why it had them in the first place.
For the love of Quinn though, DO NOT BRING BACK THE SUPPRESSION REMOVAL!
Posts: 196
If player wants to increase the speed, mount a vehicle you silly goose
For the love of Quinn though, DO NOT BRING BACK THE SUPPRESSION REMOVAL!
Agreed.
Posts: 2470
I think every infantry unit (apart from the conscripts) shouldn't have any type of buff that increases their speed.
If player wants to increase the speed, mount a vehicle you silly goose
if transports were more common (and had better utility) i would agree. instead we have no transport for OKW, a doctrinal one for USF, and brits can only move one squad; transports are not an important part of this game, which is unfortunate.
Posts: 3103 | Subs: 1
if transports were more common (and had better utility) i would agree. instead we have no transport for OKW, a doctrinal one for USF, and brits can only move one squad; transports are not an important part of this game, which is unfortunate.
Transports are really just used to drive-by or reinforce when they are available anyway.
Posts: 196
if transports were more common (and had better utility) i would agree. instead we have no transport for OKW, a doctrinal one for USF, and brits can only move one squad; transports are not an important part of this game, which is unfortunate.
True, they are literally the means to get something else, which misses the point of them completely.
The difference of pace in between infantry and vehicles is not that big, which is why things like vehicles seem redundant. To me one the biggest design problems with COH and DOW is the insane speed that infantry moves at, which makes suicide frontal attacks so viable when they they shouldn't which in turn rewards close quarters infantry aggression and puts the onus on the longer ranged units to keep them at a distance. Which is absolutely counter-intuitive.
Posts: 2470
True, they are literally the means to get something else, which misses the point of them completely.
The difference of pace in between infantry and vehicles is not that big, which is why things like vehicles seem redundant. To me one the biggest design problems with COH and DOW is the insane speed that infantry moves at, which makes suicide frontal attacks so viable when they they shouldn't which in turn rewards close quarters infantry aggression and puts the onus on the longer ranged units to keep them at a distance. Which is absolutely counter-intuitive.
transports in dow2 were very useful though. they primarily served two purposes: speed (they were a bit faster than infantry, even eldar) and shelter (AT weapons in dow2 are much weaker and infantry based ones not very common while AI weapons were generally more powerful). the shelter was particularly important because you could use transports to get melee units into battle or to get weak squads into something that most of the enemy army didn't do much dps against. the transport role did tend to be slightly limited as the maps were small but there was occasional uses.
coh2 doesn't really support the shelter role (for a lot of reasons including generally lower dps and transports being relatively weak) but the maps are huge and that opens up a lot of potential for transport uses. instead transport can't move a significant percentage of the infantry types (at least mortar and AT gun but some transport can't move snipers or mgs) and they're both awkward to use and seldom offer significant advantages over shift clicking cap orders. they do have a time and a place but actually transporting units is very niche.
Posts: 1891
Posts: 128
Bekause, the capitalist sprint , by its nature , can only lasts for a while , and after which they get exhausted.
Posts: 593
Posts: 1664
Posts: 393
Posts: 30
Assault Grens sprint, Encirclement gives all Wehr inf (including sniper) sprint while Soviet Sniper had sprint removed, Counterattack and Falshrimjaeger commanders have sprint abilities, JLI sprint... but Riflemen get winded and cost more to sprint. There's a disconnect here.
That's exactly what i'm talking about, like wut? Why do i sprint and waste 10 muni and probably retreat after the sprint.
Posts: 823 | Subs: 3
For the love of Quinn though, DO NOT BRING BACK THE SUPPRESSION REMOVAL!
On Me! Bro, ON ME!
Posts: 4314 | Subs: 7
Activate "Fire up" get into ambulance with squad exit ambulance = endless sprint its not a bug its a feature Relic TM
In lolbulance they have steroids.
Posts: 17914 | Subs: 8
In lolbulance they have steroids.
They have a lot of stuff on there.
Many of CoH2 stories started with "Hold my rifle and watch me enter this ambulance there"
Posts: 3103 | Subs: 1
On Me! Bro, ON ME!
Ehhhh, On Me!'s acceptably different enough to make its usage not a simplistic "lolHMGs".
Livestreams
57 | |||||
35 | |||||
18 | |||||
12 | |||||
6 | |||||
2 | |||||
15 | |||||
9 | |||||
4 | |||||
2 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.842223.791+5
- 2.655231.739+15
- 3.1101405.731+6
- 4.943411.696-1
- 5.715.934+12
- 6.35659.858+2
- 7.275145.655+1
- 8.307114.729+3
- 9.10629.785+7
- 10.527.881+18
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
12 posts in the last week
37 posts in the last month
Welcome our newest member, pg88boutique
Most online: 2043 users on 29 Oct 2023, 01:04 AM