sand bags blocking
Posts: 83
This seems like an exploit? surely it can easily be fixed by giving all vehicles crush ability to un-built sandbags?
Posts: 2307 | Subs: 4
They should just make it so you can't start building a structure within 10 meters of an enemy. Simple solution, only problem with that I see is if the enemy is on the other side of a hedge or something so you can't build, but that's a really niche case.
Honestly though, when would you ever try to start building something in that close of range that isn't some super cheesy exploit?
For a fairly grounded WW2 game this is pretty embarrassing to see, think of what new players will think when they see it used in game.
Relic even banned it in their own largest 2v2 tournament.
Posts: 3423 | Subs: 1
Relic even banned it in their own largest 2v2 tournament.
You happen to know if there's anything we can do about it? Not like in-game but as far as reporting goes.
Lost squads in back to back games yesterday because of my retreats being blocked by this.
Posts: 55
Posts: 713 | Subs: 2
Is making units unable too build anything while they are in combat an option or is that a no?
No, there could be situations where you want to build stuff while the unit is technically in combat. For example quickly wiring off cover with your pios while the opponents units are focusing your gren etc.
Posts: 1355
You can thank Kimbo for that, he made it popular.
What a great player he is NOT.
Posts: 3423 | Subs: 1
It won't prevent the move entirely, but it would certainly limit it's effectiveness.
Posts: 823 | Subs: 3
To OP.
You can thank Kimbo for that, he made it popular.
What a great player he is NOT.
this was quite popular before already LUL
Posts: 1392
Posts: 955
Hm, one solution would be, if wire and sandbags are passable.The blockers spawn after construction is finished.
Also a good one, but then units might get stuck inside if the construction finish is badly timed
Posts: 2779
To OP.
You can thank Kimbo for that, he made it popular.
What a great player he is NOT.
I used it since day one in COH2.
Who the hell is that guy?
Posts: 1323 | Subs: 1
To OP.
You can thank Kimbo for that, he made it popular.
What a great player he is NOT.
Ghosting has always been a thing.
https://www.youtube.com/watch?v=HSTciOJpvHc
It shouldn't be a thing, but it is.
Posts: 1392
Also a good one, but then units might get stuck inside if the construction finish is badly timed
Shouldn't be difficult to test. But I have not time at the moment.
Posts: 4474
Posts: 1392
Posts: 1392
Also a good one, but then units might get stuck inside if the construction finish is badly timed
So, I made the fist version of my fix-idea. If you want you can test it!
https://steamcommunity.com/sharedfiles/filedetails/?id=1562660350
Forum: https://www.coh2.org/topic/83907/widerstreit-s-alternative-revamp-mod
Posts: 1392
- Wire under construction is passable by infantry, verhicles will road-kill them.
- Sandbag under construction is passable by infantry, vehicles (also light vehicles like Kübelwagen, 222, etc. will road-kill them). If finished they become normal entity again.
- Tank-traps arn't passable by infantry, but vehicles (also light vehicles) will road-kill them while under construction. If finished they become normal entity again.
- Trenches under constructing are passable by infantry and vehicles, they will not roadkill them. If finished they become normal entity again.
Posts: 1392
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