Can infantry be more responsive?
Posts: 2779
I have almost no problems dodging nades in CoH1, but it is impossible to do anything here. Stupid grens love bathing in fire, I told them thousands time to move away, they keeep standing in the fucking fire.
Relic, please, do something to the infantry movement?
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Now it is almost impossible to dodge nades / Molotovs unless you start moving them while the thrower starting its animation.
I have almost no problems dodging nades in CoH1, but it is impossible to do anything here. Stupid grens love bathing in fire, I told them thousands time to move away, they keeep standing in the fucking fire.
Relic, please, do something to the infantry movement?
+1
Posts: 622 | Subs: 1
Like in vcoh, sometimes it's hard to get out of the range of a flamer because your guys just jump around.
varies on the quality of the connection, I've had decent responsive games and really shitty laggy ones.
And there is nothing to do with connexion issues.
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Consider this an added property of certain attacks. A flamethrower or PTRS can both cause this type of behavior as an example.
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Permanently BannedThe main problem is the conscripts dont yell when they drop molotov like the grenadiers the nades, + p2p is crap.
Posts: 65
You might be experiencing reaction behavior which results when something like a tank shell hits an area near infantry. This results in the user losing temporary control of the squad as they react to the oncoming fire.
Consider this an added property of certain attacks. A flamethrower or PTRS can both cause this type of behavior as an example.
NO this happens almost ALL THE TIME. 1 squad versus another, NO TANKS, or MOTARS or anything in the area. Dodging grenades needs to be easier. Also, NO ONE in ther RIGHT mind RUNS INTO FIRE, so why do some of my troops!?!
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Also, NO ONE in ther RIGHT mind RUNS INTO FIRE, so why do some of my troops!?!
Maybe they're trying to earn veterancy.
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Permanently BannedNot only does the squad bug out due to a member spontaeously combusting, but it doesnt react either for an immediate dodge. Micro requires a 2-3s reaction BEFORE thr Molotov isthrown to not suffer the immediate hit with its fking criticals on Ostheer.
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The "Molotovs are easy to dodge" sentiment is a pile of crap.
Not only does the squad bug out due to a member spontaeously combusting, but it doesnt react either for an immediate dodge. Micro requires a 2-3s reaction BEFORE thr Molotov isthrown to not suffer the immediate hit with its fking criticals on Ostheer.
You're sort of correct in that it does require ~2 seconds to clear a grenade most of the time. That's why the Molotov is the easiest to dodge: it has the longest and most obvious animation windup of them all. It detonates on contact so you have to be moving before the grenade is thrown. I find that unless my attention is split in too many directions Molotovs are easy to spot and thus dodge.
Other grenades don't have obvious animations but have a timer before they explode so you get a slight tradeoff.
All in all though, I sort of agree with the original post that infantry responsiveness sucks. Is it worse than the original CoH? I dunno, but it ain't better!
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