(inb4 CoH2 is being designed for noobs)
Even if the you are engaging in a combat dynamic where there is 1 mobile attacking tank vs 1 defending "player-chosen" (as in, the player is making the choice either accidentally or consciously to not move their tank) immobile tank, the defending player's tank doesn't have accuracy punishments because his tank isn't moving while the attacking tank is.
Also, to get a successful flank, one would expect the attacking player to have at least 2 pieces of AT, so 2 tanks or a tank and an ATG (ignore the idea of infantry based AT for now). This means that it would be almost impossible for the defending player to position their actual front armor against both AT weapons at the same time. BUT, if they set it at an angle, they can use the fact that the front half of the "side armor" is actually front armor and just angle it so the tank is deflecting as much incoming fire as possible. So this kind of still discourages large pushes and flanks because instead of relying on your opponent to back their tank and supporting forces back, giving you the area of the map, your opponent can just turn their tank a little and hope that the extra 5 seconds or so gives them the extra oomph to win that engagement. |
You seem to have the answers to everything, and you have an attitude with all your posts. Re-read the post, he is casting. You don't need high APM to cast. You'd think that was obvious, tho if you thought before posting useless comments ud save us the wasted time.
Inverse does it while he is streaming and while he is playing so it's just a habit that he brings over to when he is casting. It's really not as big of a deal as everyone is making it out to be. Find it annoying? It's a video, switch to Facebook for the first 10 seconds... |
why do you need ammo to scream "Oooorah !!" and suddenly run faster =p
Haha yeah I realized this fallacy as I was typing and was too lazy to correct myself. |
The solution proposed to nerf hit the dirt that I prefer was proposed by dullahan on the sega forum :
reduce line of sight when hit the dirt is used, blocking their sight with every piece of cover, even the smallest one.
I think this is a very interesting fix to HTD. This with the inability to cap/decap when active would be a good direction to go. I understand the balance reasoning for wanting HTD to use munitions, but it kind of doesn't make sense... like why would you require munitions to fall down. |
I think I bought him an ice cream once.
I'm sure he'd enjoy a beer... although if I were a CM, I would also enjoy an ice cream cone... hell I want one now, brb. |
Did you actually watch the video? XD
Yeah I did I was commenting on the description of the YouTube video |
But it makes no sense!!! The 105 in CoH didn't have fire coming out of the back of its shells when it shot!!! AWOIRHSOIEJD
http://www.youtube.com/watch?feature=player_detailpage&v=SSNclWJxrs8#t=1968s
LOOK AT IT! LOOK HOW DUMB IT LOOKS! |
I believe the ability for an AT gun to suddenly turn into a short range light artillery piece doesn't make sense. The Soviets have the SU76 (a mobile AT tank that has an artillery ability) and the 76mm ATG (an ATG that has an artillery ability). I think if anything maybe (MAYBE) the SU76 should only have this ability, and only because it's a higher tier unit.
An ATG should only be built because the player knows or suspects his opponent has armor. With the artillery ability, it's kind of like "oops, I built this ATG when I incorrectly assumed my opponent went for a vehicle rush, now let me use my surplus of munitions to make up for my teching mistake." |
While we're on the topic (kind of) why the hell do artillery rounds have glowing red tails like they're rockets?! |
I love the violin after the big pianissimo (oxymoronic, I know) and the implementation of the chorus. |