Have you seen this? have you heard about this?
This is happening to me and the guy I play with since the last patch. Every 30 seconds or so just disconnects then reconnects. He has just the mouse I have mouse and keyboard.
|
Ha! That's hilarious. So since we started playing we have always looked over match stats in a post game dick measuring exercise.
What the hell is "efficiency" anyway I'd much rather see the stats like in COH1 gimmie my kills! |
The Stuart Tank efficiency in Match Stats is screwed. I'll have Vet 3 Stuarts survive a game, they should have a parade and holiday dedicated to them but they still only get 53% efficiency in the match stats at the end, it's a travesty! |
So, uh, did you even know or care about this ability before Tightrope's video? Honestly I doubt this ability rarely heavily impacts games (especially 1v1s) - you mostly only see Jadgtigers on maps with long narrow corridors or wide open spaces where this ability is a complete non-factor. I guarantee 90% of the player base won't ever use this ability regularly or to great effect.
Yes, the double-tap "feature" should be fixed but that's a no brainer, let's not exaggerate this ability like the Jadgtiger is its old Pak-43 on treads self.
Nah, like i said, I have never actually seen it used, it just seems a bit crazy to me. I'm not at a level where my opponents do stuff like this. |
oh, wow, a 800mp 290FU shooting forward unit is good at shooting forward!!!!
Thanks for engaging in the discussion, you seem like a cool guy that people love to be around let's trade contact details. |
I don't see this as an issue at all, one would assume AP shells of that size should shoot through many many walls on their way to a target. Probably most of the tank's shells in this game should even with out any AP ability to be honest.
I'm less concerned about the reality and what is good for the game. When you're trying to hunt one of these things with US tanks you need to be able to use the cover to position you tanks. It just seems wrong, especially that it lasts for 30 seconds and works when other units spot for it.
Yeah those guys videos are amazing, especially when the rubbish truck arrives in the background.
|
This seems unreasonable given how strong the unit already is. Why can this thing shoot through buildings? On a map with long roads the only way an allied team/player can get to this thing will be using buildings to protect their armour. So it can fire through buildings for #) FREAKING SECONDS. Admittedly I'm note aware that I have encountered this myself, it just seems fundamentally BS.
video from tightrope at 01:10 shows it.
https://www.youtube.com/watch?v=DJg6AM29VXI&feature=em-subs_digest |
I don't have a great deal of time to play games these days. But Company of heroes is the one thing I still find time for. But because it is limited I have only ever had time to get good as one faction - the US army and I play with a friend that has similar time commitments - so he has always gone as brits. SO we are totally biased allies players. And... I think you are wrong, we're not even that great, but when we are playing well, then we will win against players of a similar level and put up a decent fight against much better ranked players. We felt the same way for ages... but we got better at the game and you start to see the cheap spammy kind of play coming and can counter it. |
That seems reasonable to me. Last night had a vet 2 captain and ranger squad wiped by a single grenade, which again I saw coming and still couldn't get out of range in time. So this or long fuse, because MAN does this annoy me. Pretty much the only thing I have to complain about in the game now.
The RNG of grenades (and all explosive AOE damage in CoH2 for that matter) is due to the tendency of infantry to clump up behind cover. Despite the best efforts of Relic and the modding community, I think this will continue to be an issue. Therefore, I propose that grenades receive similar treatment as landmines, in that the number of models that can be killed by any single grenade is limited. Applying a suppression modifier to the remaining models would be a fair trade-off in lethality and give grenades utility beyond squad wipes. In this way, even a sneaky commando grenade wouldn't kill a full health squad of grenadiers but would certainly force the survivors to retreat. I think Demo Charges should be treated similarly. The number of models and severity of the suppression could be directly proportional to the cost of the ability (e.g Demos leave 1 man standing of full squads, Bundles and Gammons kill 3/4 of max squad size, regular nades kill 2 models). |
Still feel like the fuse time is the issue. Not the cost or the damage. Just the fact that it is incredibly easy to wipe a whole squad, which would be fine IF it was your fault for leaving the squad unattended. But often you just can't dodge the thing at all, it goes off in the blink of an eye. That is what is messed up about it, it is probably the most potent anti infantry thing outside the sturmtiger. I'm much more scared of bundle grenades than the sturmtiger, thats for sure and they regularly cause me more grief. |