Partysons interfering with the design and pacing of the game
Posts: 2723 | Subs: 1
Posts: 1890 | Subs: 1
^ This
Partisans are pretty much only good for that one time Surprise! ambush after that they are generally pretty much just a source of MP bleed.
Besides, the doctrine has no armor call-in or off-map ability, which limits your late game and (current) pretty lackluster Soviet T4.
Posts: 182
Permanently BannedI don't think anything I said was irrelevant. You're complaining about something that's not worth complaining about because no one agrees with your point of view. Learn to counter the unit effectively. Maybe subscribe to HelpingHans and he can coach you.
Look mate, before raging like that again you might think about reading things thoroughly before going mad. There was zero hostility in my post and it was far from being a post-loss rage/grieving. Let's exchange some ideas will ya? Would you like it if JLI jumped out with their camos active or STs were already equipped with shrecks/STGs etc
Mind you it is in the lobby, so calm down
I am looking for some smart justifications. Try your best.
Posts: 515
I see through you. I'm done here. Peace.
Posts: 182
Permanently BannedThe classic response when you know you're wrong and have nothing intelligent or constructive to say: u mad bro?Thank you for participating.
I see through you. I'm done here. Peace.
I am reading your opinions and having a more neutral look at your tips and explanations.
Posts: 179
Look mate, before raging like that again you might think about reading things thoroughly before going mad. There was zero hostility in my post and it was far from being a post-loss rage/grieving. Let's exchange some ideas will ya? Would you like it if JLI jumped out with their camos active or STs were already equipped with shrecks/STGs etc
Well I don't like JLI popping out of a building and insta-gibbing my retreating vet 3 reefermen with 20 HP because they can snipe units with less than 60% HP.
I wonder if there is a single allied unit that doesn't make falsealarm run behind moms dress...
Rear Echleons? Wait, I remember the Volley Fire....
Ambulance?
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Posts: 182
Permanently Banned
Rear Echleons?
Acually : https://www.coh2.org/file/11672/zooblob.jpg
And why would you fall back with only one dude left and even that loner has less than *%70 health? Even Partiz can wipe that guy out.
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Posts: 182
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Acually : https://www.coh2.org/file/11672/zooblob.jpg
Damn that's one fearsome blob, 2 REs (on second look one of them has that leet 5th man at Vet 3) *and* a Captain!? Holy shit, you'd need like a KT and like 2-3 MG42s to stop that at the very least.
#StopREBlobs
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Posts: 174
Falls are fine though right? maybe we should buff them.
/s
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If it was restricted to friendly or even neutral territory, sure, but not enemy territory.
The 2nd and 3rd time you might not be hit as hard, but the 1st time on a building pop can be devastating as you haven't predicted your opponents lock-in, particularly vs support weapons.
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If it was restricted to friendly or even neutral territory, sure, but not enemy territory.
That could be one solution.
Another solution which would allow infiltration units to spawn from any building, without being completely hair-tearingly annoying would be the following:
- All infiltration units spawn with default rifle weapons (like Stormtroopers), and NO ABILITIES
- In order to get access to their hard-hitting weapons and abilities, the infiltration units will have to complete a combat pack upgrade
- The upgrade costs NOTHING but takes 30 seconds to upgrade
- Infiltration units that currently get no stealth no stealth at Vet0 (e.g., Falls, JLI), get a rudimentary version of stealth at Vet0, similar to OST camouflage (if you move, the stealth is gone).
The idea is that you spawn your unit, you keep and them stealthed somewhere while you research the upgrade. Once the upgrade is done, you can use your unit as intended. This forces the player to pre-plan their infiltration attacks, rather than pull yet-another infiltration unit out of their arses in mid-combat.
Posts: 1593 | Subs: 1
Add cooldown on AT nade after you spawn them - problem solved.
+1 only thing which is broken about them is spawn+shrek hit+at grenade= dead vehicle 90% of cases.
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