croc can switch to a normal gun for AT aswell, it shows you don't even play the game. What ex-communist country are you from btw?
+1
Posts: 50
croc can switch to a normal gun for AT aswell, it shows you don't even play the game. What ex-communist country are you from btw?
Posts: 500
Wrong, the best thing against it is a pair of StuGs which will make it their bitch in seconds.
It doesn't have much armor, but HP, you don't need high penetration, but rate of fire against it.
To think almost one year people would learn that RoF>penetration vs low armor high health units....
Posts: 2636 | Subs: 17
Posts: 1930
Posts: 708 | Subs: 1
Posts: 297
Posts: 4630 | Subs: 2
Posts: 181
Actually, since the main subject of this thread is the Crocodile, what would you guys think of the following change:
1. Retain only one flame weapon for the Crocodile (but buff it a bit, so that it performs like the KV-8)
2. Make the main cannon controllable by the player using a toggle ability
- By default, when issuing an attack command both the flamethrower and the cannon will pick up the command and fire (right click / attack ground). If necessary, the crocodile will reorient itself so that the flamethrower can fight
- When the toggle ability is active only the cannon will follow attack commands. The flamethrower will try to pick off any targets lying in front of it (like a hull MG). However, right-clicking will not force the tank to face the target. This should make it easier to use the Churchill to engage vehicles. For CoH1 veterans, this will make the CoH2 crocodile behave exactly like the CoH1 crocodile.
(Currently, when issuing an attack command, only the flamethrower picks up the attack command (and forces the tank to reorient as necessary). It is not possible to issue attack commands to the main cannon)
I have managed to implement the toggle functionality, and it seems to be bug free. What would you guys say I shared this with Relic?
Posts: 284
298 | |||||
13 | |||||
8 | |||||
2 | |||||
1 | |||||
1 |