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Register Time: 20 Nov 2012, 02:18 AM
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Right, the camo changes do alter this scenario. This could be a non issue.
Snipers missing snipers was possibly the most frustrating part about coh, but it didn't seem to be an issue vs other types of units. I just think that if the resources are spent to get a squad close to a sniper, then you should be able to at least force a retreat.
I would like to discuss a change that was made between Coh1 and Coh2. It's a change to a specific unit's statistics that I noticed right away.
-Sniper accuracy at short range has a multiplier of 1 as compared to .75 in CoH1.
I haven't played enough to know whether this change works in CoH2, which is why I'm asking you guys. Personally, I liked that tense moment in CoH1 when you would charge a sniper with a squad and get into detection range with only one member left. From there it was a true battle of wits. Who retreats? and who dies?
Right now, the incentive to rush in with a single squad is much lower, especially considering that the rate of fire is increased for snipers at short range. Of course, that same rate of fire increase existed in CoH1.