Well done on demonstrating your complete inability to respond to a point made instead of resorting to an ad hominem attack.
My reply was related to the common sense .... just like my playercard shows.
that card and sense are 2 incompatible things.
Posts: 1487
Well done on demonstrating your complete inability to respond to a point made instead of resorting to an ad hominem attack.
My reply was related to the common sense .... just like my playercard shows.
Posts: 3053
The Centaur already is far more Lethal Luch.
In addition it has an almost unique weapon that completely ignores yellow cover and is only partially affect by green.
This unique ability to almost ignore cover allows it to engage even ATG frontally and to wipe them out and be lethal vs AT infantry.
Imo there is nothing in the units to justify ignoring cover.
(Centaur does not suppress by the way.)
Posts: 327
that card and sense are 2 incompatible things.
Posts: 1487
Posts: 327
that card makes whatever you say irrelevant. And you still dont get even this. Generaly 1000+ are pisspoor players lacking basic abilities. That was true even year ago when playerbase was larger
Posts: 2636 | Subs: 17
That is such amazing analysis on why making three units irrelevant by giving all their weapons to a fourth one is not great for balance or unit usage. You must have spent months on that stellar effort.
Posts: 1158
Posts: 327
Can you enumerate those 3 units and explain how you used Penals in WBP in a way that makes those other 3 units feel irrelevant?
Posts: 299
the AEC can immobilize!? I never see Brit players use it.
Posts: 2243
Posts: 1225
Posts: 773
If a particular bug is affecting an already overpowered unit which is out of scope, we won't be adding it in. An example of that would be British tank hull MGs having a narrower arc than other tanks (Does Comet really need any more help at killing infantry?).
Posts: 1304 | Subs: 13
What about fixing fast cap abilities such as the Vanguard and the OKW one, these allow squads to cap points even whilst completely suppressed so long as the ability is active. Could this be fixed? It's easy to replicate and I imagine is just 1 string addition to the files...
Posts: 851 | Subs: 1
Make sure you delete the additional weaponslots for Rangers. The amount of DPS you can get with Bar/thompson makes the unit broken as fuck.
Except suppression has never affected capture rate. Only getting pinned denies the ability to capture so you probably won't see these abilities adjusted, even in the future when versing suppression.
Posts: 51
What about fixing fast cap abilities such as the Vanguard and the OKW one, these allow squads to cap points even whilst completely suppressed so long as the ability is active. Could this be fixed? It's easy to replicate and I imagine is just 1 string addition to the files...
Posts: 4301 | Subs: 2
i have always seen cons as a defensive support squad which are to be used in conjunction with support weapons or tanks instead
similar to the volx from coh1. that's also the reason you can build them in t0. because you should use them as support for your penals / support weapons and not as sole attackers
actually i find the Basic design of coh2 extremely smart and astonishingly awesome
Posts: 773
Except suppression has never affected capture rate. Only getting pinned denies the ability to capture so you probably won't see these abilities adjusted, even in the future when versing suppression.
Posts: 773
OKW one is not cap, only for decap.
Posts: 118
Posts: 1355
that card makes whatever you say irrelevant. And you still dont get even this. Generaly 1000+ are pisspoor players lacking basic abilities. That was true even year ago when playerbase was larger
120 | |||||
19 | |||||
231 | |||||
178 | |||||
21 | |||||
17 | |||||
4 | |||||
3 | |||||
2 | |||||
2 |