Wait, so he does have to do all the stuff?
No, Kyle is the community manager, he is not in charge of changing the game.
I like to think so, Lol.
Explains why nothing works once a new patch is released...
I kid I kid |
Hey Tric, keep digging that hole mate, eventually you'll end up in China.
I think you should consider what they gave you constructive (ie the shot blockers) |
Yeah wtf Relic?? Wheres Q&A????
Have you been away or something??
They fired/re-purposed basically all staff except for Kyle, therefore there is no QA |
You can, and faust is available to Ostruppen.
In addition your claim was that Gren have and advantage because their faust has not tech cost. It has it is the T1 building and it is actually a mandatory cost.
If things in your opinion should be equal one should not be able to make conscripts until he researched AT grenades...
Actually no, you cant.
Prostruppen require you to build T1 if you wish to use faust |
whatever you say, sunshine. Let me know when you have something intelligent to add, instead of simply agreeing with everyone and spamming "+1".
And agreeing with people isn't intelligent?
It gives the idea/comment more weight behind it, and bumps it, with the goal of having Smith and co add it to one of their lists.
Anyway, I'm not going to argue more for the sake of arguing.
@Mr Smith or GG, what are the odds of us getting additional 1k supply (or even 500) per game with the Balance preview mod on?
|
Are you able to record and reproduce the bug, with your local recording software? |
i think all squads still react to explosions and flames by hitting the deck if they are not moving.
^ This.
Sappers hit the deck regardless of the engagement |
I'll bring this thread to Kyle's attention, and we'll see which ones we can already fit in for the balance mod.
Don't expect any changes for this week's updated, but perhaps we can do something, given that the balance mod trials are expected to last until February.
Wow, thats a Looooong time!
Are we able to get the extra supply drop option back?
That was quite enticing to play that mod, I think it will have even more success in the future (perhaps tone it down to 1000 supply extra per game?)
As always, thanks for passing on messages from the community
Hey! Didn't think I'd see that posted again. I'm honored that it wasn't forgotten.
+1
@OP, these are some SOLID QoL changes!
|
|
TBH, this 'replay pls/Out of scope' answer is a way to divert attention, dodge responsibility and mask own incompetence. Unless someone is shouting something like "OMG 222 is OP please remove the MG", there is no reason to shoot people providing valuable, formatted quality feedback with such answers.
If you want to be taken seriously you will do as they request.
Take your tinfoil hat off pal, the majority of people will be saying X is OP Y is UP! without any evidence to back it up, put yourself in their shoes, are you going to look at each complaint manually, try to set up the scenario you spoke about, replicate it X amount of times OR ask for a replay and examine it?
+1
You know what would change the game for the better?
Halving the mg42 set-up time while narrowing it's arc of fire by a half as well.
+1 on set up, -1 on narrowing cone
The coh1 Wher-US matchup is probably still unparalleled in demonstrating coh gameplay and mechanics at its best, even though the Wher-Sov matchup does a decent job also.
Agreed, +1
AT Nades and molotov should be lock at T1/T2 the same for brits and USF. If diversity is what we want, we need changes like this.
Agreed, +1.
This way Luchs has a chance to survive the critical engine
|