yeah, that´s the point....it took you two great wall of texts arrive to the point where my post started....
if all factions suffer the same problem, why you propose fixing the case that is boring for you????? it shouldn´t be a matter of boring/exciting but a matter of balance what we chooose to fix/update/change...
My point is that:
1) None of the other factions suffer from MG spam as much as OKW does.
2) This topic is about OKW explicitly, and I hinted at their issue against MGs.
3) If I have an opinion regarding OKW, in an OKW-only thread, it doesn't make sense to mention other, irrelevant matchups even by name (e.g., USF vs OST). What purpose would that even serve?
The "Let's keep X broken, because Y broken too"-mentality is the only guaranteed way to make sure that no issue will ever gets addressed. What's so wrong about fixing both X and Y? What is so wrong about only fixing X, and then, maybe also fixing Y later on?
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Commando squads (and the airlanding officer) receive a forced movement command immediately after spawning. I assume this is so as to make glider landings look cooler.
Unfortunately, you cannot cancel the forced-movement command with the 'Stop' command. Instead you need to issue another movement command to override the forced-move command. After that, commandos will be able to respond to your stop command. I know it's unintuitive as hell, but that's how it works.
Thus. Commandos spawn?
- Issue a movement command anywhere
- Optionally issue a stop command
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oh well, maxim is the only one "offensive" mg so I don´t see the point in filling up what you ask me....anyway,
if SU player dind´t go maxim spam, but he rush a t70, then, how many options OKW has??? I don´t think OKW player has 3 o 4 types of playstyles, yet I suppose you don´t get bored then, so it is fine....
if USF player goes rush stuart, how many options has OTS players??? don´t know, you are loooking for problems where there aren´t......you have the tools to counter maxim spam, but it is so boring for you that, hey, gonna give more options so Mr. Smith don´t have to go play compstomp....
The examples that you mentioned (Stuart vs OST or T70 rush vs Axis) are great examples of other problematic play-counterplay issues in the game.
As long as one player (the "attacker") can choose a particular strategy that shoehorns the other player (the "defender") to follow one particular playstyle to counter this, doesn't increase the game's strategic depth; it diminishes it. Particularly so if the only avenue available to the defender is not barely even viable.
Using these attack patterns to shoehorn the defender to play in the same predictable way is not "outplaying" your opponent. It is using knowledge of the current meta to completely deprive your enemy of choice about how they want to develop their army composition.
Every choice made by the attacker should afford the defender at least 2 viable ways to counter the threat. That way the defender is also given the choice to make their trade-offs than follow the exact same script game-in, game-out.
It is great that some factions have certain playstyles more developed than other playstyles; it adds flavouring to the game. What's not fine is that some factions have barely one playstyle available to them that makes them even conceivably playable.
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are you serious??? so OKW has a tool that work nice againts maxim spammers, but you want to give sturmpioneers smoke just because you find using leigs boring??? LOL.
and then, yeah, your solution is to give smoke to spios, LOL, the OKW squad with more utilities, another one added, great man.
The way I see it, if somebody goes maxim spam and manages to secure the critical garrison in all the decent gamemodes, the only options for OKW are:
- ISG spam (artillery)
- Stuka, to at least pull down the garrisons (artillery).
Thus, if the Soviet player goes Maxim spam, that only leaves the OKW player with only one single type of playing; artillery. That is way too predictable and lame.
If I wanted my playstyle to restrict my opponents and make their playing predictable, I wouldn't even bother with multiplayer. I would just stick with CPU stomp.
As for sturmpioneers, of course they need to give up some utility to get smoke grenades; duh. They don't even have enough space in their UI currently to add a new ability anyway.
I've already enumerated all (rather the only) option that OKW has vs MG spam. Would you be as kind to fill up the various types of playstyles (not units) available to the other factions to counter MG spam?
OST - ?
Soviets - ?
USF - ?
UKF - ?
When you start start filling up the number of options for these factions, perhaps you are going to realise why OKW feels like such a chore to play against a decent MG spammer.
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I was able to continuously 5-6 reproduce it by placing the mine in the same crate where it fist happened. Seems to be related with the terrain...pm if you want the replay but it easily does in cheat more steeps island near on the road near fuel.
Thx, I'll try!
Machine also mentioned something about placing mines in pre-existing craters. I'll have a go at it, and I'll let you know if I get stuck.
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Exactly. Tall buildings or trees can block your shot.
For example on Essen Steelworks:
This guy on the right side!
The tall building over the fuel point on the right side constantly blocks my shells.
That's very likely because you are hitting the chimney of the building, which, technically, doesn't count as part of an ambient building.
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Conversely. Has anyone seen the m20 mine or the riegel mine ever bug at all? (assuming that other people do use them that is)
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From what I know, Teller mines have issues causing engine damage vs British tanks. It is also a fact that British tanks have larger hitboxes than other tanks, on average. However, since correlation doesn't always imply causation, let's get the facts straight
1. Before, I launch off to a wild goose chase, I need to have the following questions answered:
- Yes, Teller mines do occasionally bug vs Cromwells and Churchills
- Do Schu mines ever bug against the same tanks?
- Do Teller mines bug more than other mines against other tanks? I think I have once seen an SU-76 receive no damage from them.
- Has anyone ever seen any allied mine ever bug vs an Axis tank?
2. In order to be able to fix a bug, I need to test a fix. And, in order to test a fix, I need to know how to trigger the bug in the first place (no, I am not going to drive 500 Cromwells over a Teller mine hoping one will die).
- Is the angle of approach important?
- Does elevation matter?
- etc, etc
> Links to youtube/twitch are welcome.
> Precise reproduction steps more than welcome.
Be nice, and be fast, and Santa might just have a bugfix waiting for you :-)
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My three biggest gripes when playing OKW are:
- Lack of smoke
- Lack of healing, unless MedHQ or Vet1 Sturmpioneers
- Lack of tools to dislodge a Maxim spammer (especially in teamgames), except for artillery piece spam (which I find boring)
When facing maxim spam, it is next to impossible to get Sturmpioneers to vet1. Thus, you either bite the bullet and go MechHQ (while bleeding to death), or you go MedHQ and spam ISGs (while getting bored to death). And, god forbid if the map is dominated by a garrison that the Maxim occupies.
My solution to this would be:
- Give Sturmpioneers a high-cooldown (say 60 seconds) short-range smoke grenade ability, and take it from there.
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read this :
https://community.companyofheroes.com/discussion/comment/258763#Comment_258763
I had issues even loading my game without getting bugsplats (like, it would take 5-6 attempts before the game would launch).
One thing that I tried, which worked for me, is empty your replay folder. If you still want to hold on to your replays, just move them to a different folder where the game won't be able to access them.
I tried this, and it seemed to help.
The replay folder should be under Doucments > My Games > Company of Heroes 2 > Playback
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