Daily basis?
On a somewhat related note, what is your current strategy when playing?
I mean, I wonder if there's a specific unit or ability that is the root of the cause. It might help track down the bug. |
I think vet should confer mainly survivability bonuses until vet 3 (or 5 i guess for OKW) for nearly all units. Reduced received accuracy, health, armor, REGEN, more squad members, etc. |
This bug cost me a pair of speakers. I thank my lucky stars I didn't have my music set-up switched on when it happened. I take special care now to ensure they're safe from CoH2 before playing. One set of vintage speakers is enough to lose, I'm not going to risk another. |
Accuracy for shreks just needs to fall off dramatically at medium and long ranges. |
Who are they trying to protect with the censors? |
You know, you don't have to kill enemy armor at every engagement, especially if they are the ones advancing.
Just a zook shot or two and a retreat will put a luchs out of commission for repairs for at least a little bit. You can certainly deny the luch's effectiveness by not feeding everything at it in an attempt to wipe it from the map.
To me it's the fact that sturmpioneers are such effective frontline soldiers and also excellent at repairs that make luchs so situationally powerful. |
MG42s just need to suppress a target they shoot at on the first burst. The slow traverse speed, the extensive setup/breakdown times, and exceptional reload time, makes the second (and even third) burst to suppress a completely unfeasible task.
It should work in that a single infantry squad head on versus an mg (any factions version.) should lose, but the same squad should be able to annihilate the mg if approaching from a flank/outside its arc. The latter is certainly true, but the former is a rarity. |
Let's not forget that support units had 3 man squads for EVERYONE.
And this was a pretty strong set rule that consistently played out well. Now we have 6 and 4 man squads, which are really different from both each other, and the old 3 man squads.
IIRC, the large squads were designed to firstly to make snipers less effective, and secondly to delay the period of time until the final squad member awkwardly committed seppuku, or now, flee in a random direction against all logic and rationale.
But since CoH2 seems to be designed around its own metagame, (which, incidentally, indicates what takes place AFTER game design, but that's another issue entirely.) the ramifications and consequences of these kinds of changes are quickly muddled. Pretty soon the reasons for the changes are forgotten or completely buried by other changes.
Relic appears to have decided to break all their own rules with CoH2, and well, the results are as self-evident as its design. |
If XP meant anything, if ranking were meaningful, and if war spoils system wasn't universally frustrating, then there would probably be less friction on this subject. |
Use random teams to meet teammates. Use teammates you've met from random teams for arranged teams.
You can't fix stupid. You're going to run into that on the internet, which is why you're never going to avoid a dice roll with random teams, no matter what kind of punishment/reward system exists or not. |