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russian armor

Can we fix transports

OOK
12 Feb 2016, 22:57 PM
#1
avatar of OOK

Posts: 8

I used to love playing DOWII and being able to have a great mobile infantry element to flank mgs and cap rapidly around the map, two favorites being the trukk and razorback. It seems that COH2 transports just don't measure up to that design because of...

1. How much time it takes to load and unload troops, which is ridiculous given that it's instanteous for USF crews to pop in and out of their vehicles.
2.The pathing on units like the 251 is horrendous and often leads to the unit's death and that of its occupants
3.The squad losses that result from the above two points makes it incredibly risky to use any transport to ferry troops.

This mainly pertains to the 251, most if not all other transports are open-topped and can take advantage of the troops inside without the awful tasks of loading and unloading, that and because the 251 is so poorly armed and armored means that if it doesn't get in and out quickly it's toast.

Having a transport to protect its occupants would just open up a ton of new possibilites for counterplay. For example the ol' bustas inna truck strat would allow pgs to function like tank hunters against the t70s and AECs that plague osteer in the current game and force them to play purely defensively. It would encourage ostheer to play more agressively in general against heavy MG play and allow units like pios to actually contribute to fights rather than getting cut down before they can get to their only good range.

Thoughts?
12 Feb 2016, 23:49 PM
#2
avatar of Imagelessbean

Posts: 1585 | Subs: 1

1. It takes 3 seconds to disembark with USF crews, you just don't see it as an opponent.

2. The 251 pathing is terrible agreed.

3. Death from loss of the transport is to help balance the flame clown cars, and earlier the (shudder) sniper car.
13 Feb 2016, 01:07 AM
#3
avatar of RedT3rror

Posts: 747 | Subs: 2

All squad members should automatically teleport into the vehicle once they (all) are close enough. Furthermore squads should be able to enter slow driving vehicles (accelerating/deccelerating/rotating). It would greatly improve gameplay with those vehicles and their intended role.
13 Feb 2016, 05:37 AM
#4
avatar of Bananenheld

Posts: 1593 | Subs: 1

1. It takes 3 seconds to disembark with USF crews, you just don't see it as an opponent.

.

I need to test that when I can finally play again.
13 Feb 2016, 06:24 AM
#5
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

They meed to really make the 250 not a piece of crap. Two callins and they are both way overpriced, and just terrible in general.
13 Feb 2016, 06:28 AM
#6
avatar of Diogenes5

Posts: 269

All squad members should automatically teleport into the vehicle once they (all) are close enough. Furthermore squads should be able to enter slow driving vehicles (accelerating/deccelerating/rotating). It would greatly improve gameplay with those vehicles and their intended role.


This has always been a big problem with the game. The designers made it so that every unit model has to move after the squad leader does and models each collide with each other and so they yo yo back and forth when doing simple things like entering vehicles. It's suppose to be realistic but given these engines awful optimization issues and the fact that input lag gets to 500ms+ in most games even under ideal lag conditions, it's literally a shit show.
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