I think instead of a healing aura, Brit healing should work like OKW Sturmpio healing, every time you use it your IS put down a medic crate, that way IS can focus on fighting and less tedious micro. |
That's the problem with Maxim: as a support weapon it sucks, use it as mainline inf and it rekts Axis forces. |
Meanwhile. 50 cal and Dshk still crying in the corner. |
No, it still exists. I don't think it happens when they drive over them though. It seems to be that the trigger radius can be bigger than the AOE, so nearby vehicles can make them go off without getting hurt.
M20 mine has the same bug too. |
Courtesy of your local nutjob Doktor (Mistah) S.
I kept pushing them for an answer.
I hope it's not a Valve Soon(tm)
No it's working as intended, comrade. |
I am a big fan of Jaeger lights. They are so good in garrison. They also have sprint and infiltration nades with the doctrine.
Same here, booby trap is so much fun with this guys, wait for Allied big blob walk into cap zone than sprint out and watch those sweet exp kickers. |
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Rita is a lady bro, keeps rolling out more map for us COH players. |
YMMV with MGs against infantry because infantry don't actually get suppressed until given a new move command.
So if you or your opponent tells an infantry squad to throw a grenade before an MG starts firing, they will waltz up to range, even once under fire and being suppressed, and throw the grenade.
If you keep giving orders to the unit while under fire, they will drop to the ground once that suppression its. The only thing that breaks this is being pinned, as it disables the abilities.
It's not 100%, as the suppression triggers when the entities have a new command, not necessarily the squad as a whole, but it's usually more than enough to get that grenade off.
MGs in CoH are supposed to be about map control and denying infantry movement.
That's stupid, suppression should kicks in after MG shot a certain amount of bullets, regardless of enemy command. Inf should flank MG to throw grenade, not yolo throwing nade right in the front. |
Problem with vickers is it does not suppress quick enough. I don't care that it does good dmg I need it to suppress if it can't do that it just ends up becoming the enemys vickers.
About Vickers I think the range increase at Vet 1 should be decreased slightly but changed into a straight range increase, currently the whole required building just make this thing very map dependent and at late game it can only be used to guard your sim city since with low suppression and the prevalent of crater late game you can only stick it inside trenches, I want it to be able to use outside building so Brit can be less campy.
Another note, why MG and Mortar can not be loaded into transport? |
well since people above already give great advises
just throw out a tip
-COH2 your best friend Spacebar + listen unit dialog.
your soldiers communicate with you, that they will call out when they are underfire, enemy going to throw a nade, they losing men very quickly, enemy calling offmap support, they spot an enemy tank going at them. at battle field there is so much dialog going on, some time you hear dialog you don't know where it come from or which unit calls it.
That is where your best friends come in, THE SPACEBAR, you hear some important message like "grande!" you hit spacebar, your screen instantly center at where is this happening. give you some time to react.
PS some dialog is broken (especially UKF unit dead dialog, like once i lost something i don't remember, it says we lost a Churchill tank, and I know i don't have a Churchill as the strongest unit I have is a comwell and i am microing it. LOL) some are non important, you will know when you play more.
About audio notice, do note that the grenade! notification is kinda lagged, your soldier only yelled when the grenade landed (I've lost tons of cons to rifle nade due to this), the rest is fine, especially if your Soviet commander got Radio Intercept, pay special attention to audio cue. |