This wreck upset me every time, the hitbox become way to big when its a wreck, i believe a simple fix to reduce it size to the very center of the glider would be easy doable, wouldn't it?
To be fair, I would expect this is at least communicated in-game, as the affected buildings will visibly not be in your territory.
no its not clear visible especially this is never the case on other maps, the first time i wanted to use an ability on these houses, it drives me nuts. And believe me, any new player will think this is another relic classic bug.
Please see the following video where I explain the FHQ problem, I have more to say about this generally speaking, but this is a good place to get my overall opinion on FHQ: https://youtu.be/VgUM62vyzEQ?t=437
1. Note: I didnt get the opportunity to implement null sectors for buildings on all my maps in ladder (only ploiesti) as I stated in the video, at the time my plan was to do this on everything I created but outside circumstances prevented that.
2. If it were my choice all my maps would have null sectors on buildings. FHQ is broken that badly, it isnt up for debate, even after this recent patch. I have repeatedly pointed this out for years at this point. The balance team has ignored this for years so if they wont fix it, I will on my end where I can. Ideally the balance team would actually fix this ability and make it so a building OP can just be decapped by a squad, that has yet to happen.
Quality maps are, and always will be, my #1 priority.
3. Keep in mind the soviet FHQ ability still lets you make a little outpost if you cant FHQ a building, so tho the ability is still useful, it isnt terribly broken when FHQing an actual building.
If anyone has any more questions about this please let me know.
But you also nerved the ukf commander which was already a niche commander.
If i follow your logic it would look like this:
Riflemen are OP, instead of nevering them u buff Grenadiers and complete ignore the side facts that this would break the match up against soviet and ukf
I've always said "the only thing coh2 needs is more inconsistency that isn't translated at all to the player" so. Glad people have finally started listening. I think we should take it a step further and have other commander abilities not work as described for no apparent reason to the player, I'm thinking the okw call in ostwind shouldn't be able to engage aircraft in certain maps, luftwaffe supply drop should only work in certain muni pints or fuel points (maybe alternating?) usf smoke and sprint should in certain sectors instead of sprint apply a speed debuff and in other sectors there should be no smoke. These are suggestions of course and all that really matters is that it's inconsistently applied and in no way at all communicated to the player UNLESS they get out of the game and create an account on a 3rd party website and ask a question as to its status. This will make the game much better and definitely not give the impression of yet more buggy features and poor quality control.
In his opinion the HQ ability of Soviet Urban Defense is broken and breaks maps.
but it also effects other factions with the ability to convert ambient buildings, this is in my opinion bad map design as it leads to frustrating moments. If the Soviet forward HQ is broken then it should be fixed by rebalancing it.
3 enfield and 2 Commando bren would make not make the "proper long range". It would make them superior to Obers.
yes but they are doctrinal, cost more, have less veterancy buffs and would better fit the bren "experts" level which is right now a bad design and barely seen