The crowd goes silent as Rosbone steps up to the microphone to address the peoples of Coh2 land. Lets take a listen....
The absolute stupidest thing of all in Coh2 that should not be in Coh3..... Rosbone
[cheers]
The crowd likes that one. Rosbone sure knows what the free peoples of Coh2 land wanted to hear and he has not hesitated to say it. I have not seen a crowd this happy since the launch of Coh1. This is an historic moment I shall not forget and will be telling my grand children I was there. I was there.
Among us |
Simply add voip + ping/icon system on map.
Better then remove teams, from team game.
Best comment in this thread. |
The mortar is not "dogshit" and both the USF and UKF mortar see action in large modes.
There is simply no "balance complaint" about the USF mortar.
Yeah, they see action like my wheelchair-bound geriatric grandpa sees action. |
why don't you play 1vs1 then?
then the entire team is noobs |
Cons DP-28 upgrade huh. You realize that they had to nerf the Brit special weapons car because of how OP cons with an lmg was right? |
I think it´s a bit oppresive that infantry sections can get 35 yard stealth detection via pyro technics.
No main line infantry should get this kind of stealth detection.
The assualt officer already has this by default, so maybe it should get nerfed or removed on IS.
Yeah doesn't really make sense realistically. |
Half (or 55%? Doesn't really matter though) of the far damage is very low for most tanks. For mediums that's 4 damage per model, an Ostwind emptying his whole magazine is 18 or so, even for the Tiger and Pershing this is 12 and 14, respectively. We can roughly assume that this number is equal to the DPS if we assume 5 models squad and ~4-8 seconds for reload.
The damage is also very consistent. Apart from building collapses, which are also fairly predictable, I rarely lose squads in buildings. You can often zoom away for a moment and come back later with barely any risk.
Having a clumped up squad behind a sandbag is not better in any way. There can be complete misses, and the next shot will take out 3 models at once. You can't zoom away from this, the sandbag might be destroyed super quickly, and when you retreat your squad stays clumped up for a while, leaving you with the opportunity to take another unlucky shot and lose it, while you can leave buildings often through the rear door and be out of sight immediately. This also allows you to dodge grenades completely, while you might get some of the damage behind a normal sand bag when trying to dodge it, either because you reacted a bit too late or the squad formation bugs out.
I haven't tested it out specifically, but I don't think there is any major advantage of green cover over garrisons, unless you're a top10 player that never misses anything on the battlefield and can perfectly estimate the outcome and duration an engagement.
I was talking more about mortars, and if you didn't realize it, I was agreeing with you, so I dont really know what warranted the novella of a post |
generally more resilient to AoE damage.
Generally more resilient as in they're extremely likely to get hit, and will take damage across the entire squad, but it'll only be the "far" damage amount every time. |
This might help with your issue:
https://a.co/d/dY1w7uH |
That would create a huge imbalance for snipers since different faction have different healing capabilities in the front line.
Easy. Give all snipers medkits. Nothing could possibly go wrong. |