No new ones tho.
Since OKW came out it has been the two tone (black and tan) pattern and the Ardens assault (green and white) pattern...
They have both been in the game since Western fronts came out...
So like i said... for AA there is no new skins.
I'm pretty sure that the Ardennes OKW skins are new and they get dropped as war spoils |
It has the greatest range out of any armor, plus more.
any chance you could point in the direction of how you got these raw numbers, I know there is coh2stats.org but this appears to be from an excel file |
cap on AOE damage on single squads (like Warcraft3).
sort of off topic but could you describe this cap you're referring to? |
combined with the fact that its low risk, fired behind cover, fired at long range, fired while stationary, fired while lmg is still doing full dps, a good hit can kill off 4 men, lmg dps takes out the rest with no time to for the squad react.
yeah the way units\ interact with cover do lead to guys bunching up and clipping on top of each other, which often results in squad wipe, that's a huge problem in general IMO. Why did they make this change in the first place I don't remember? |
Wall hacking was the main feature? Man. There are some entitled privileges out there.
this. When you want to lol every time your own unit fires it's pretty obvious there's something wrong.
All the whiners aside, I believe the Jagdtiger is pretty useless, especially on big games where it is easily shot down by B4s and P-47s.
And jagdtiger is easily stunlocked to death without much effort- just spray a katusa into the vicinity, making all supporting infantry retreat, then rush in with T-3485s.
Heck, for the same fuel cost T-3476s can destroy the jagdtiger after retreating the infantry support with ease.
You are making A LOT of assumptions here. First off as stated by many people the game really isn't balanced for 3v3 or 4v4; I doubt it was ever really intended to be and I doubt it ever will be so not to be dismissive but I feel like what happens in "big games" is a moot point, no offense meant.
You're envisioning some rather specific scenarios here; I could shoot specific holes in these scenarios but it's probably more constructive to simply say these are just a few possibilities and very often things play out very different from what you are describing.
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i'd like to see you do it consistently.
Decent players wipe squads with RG grenades all days, You don't? maybe because you're not that decent.
Argumentation based on Decent players do or not do it is completly bullshit imo.
These were rather immature ways to respond to my statement. We need to set some kind of bar for the level of skill and competency we are expecting this game to balanced around we cannot balance it around how a "new" or "bad" player would play. And I do it with a fair amount of consistency but I have seen better players dodge them most of the time, I'm sure you watch streams and tourneys most of the time the RGs are avoided or the player is moving around to much to be a decent target for them in the first place (except weapon crews of course).
Two possibilities to make it more visible if we don't want to decrease his damage power.
- A countdown at the moment the model is on his knee - red as any other so you are prepared
- "Grenade" to be called a the moment the model is on his knee - so you have more time to move your squads.
same mechanics as for any other grenades in the game.
If you have a single battle going on at once. And the Granata is actually called before it impacts (sometimes its not).
For the Soviets its pretty easy as long as its not a weapon team. As Americans when I have to move my Ambulance back, then move my light vehicle around. All while trying to flank the LMG of laser death with another squad as well as a battle on the other side of the map. Its hard to identify in a timely fashion in a chaotic battle which model chucked the Grenade before its too late.
A Timer or some sort of indicator on the Gren thats firing or even as suggested a troll face would help. Grens will kneel as will all models and move around during a fight even when they arent going to fire a nade.
It has turned into the Pre Nerf 82MM Precision strike ability. And that was a problem if you recall.
I could see a short fuse being put on them after they land. As for them being effective against weapon teams, in my granted limited experience this is one of the main uses for grenades in general so I'm not sure why you're surprised that they are effective against them.
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Decent players dodge RGs all day, sometimes during a hectic fight the animation and noises can get lost, but besides that other nades do similar damage from what I've seen.
If a Gren squad is at long to mid range you should be keeping an eye out for an RG, no excuses.
Just like if a Con squad or any other squad is close range you watch for molotovs or other nades, this is basic stuff. |
Thread: ISU-15220 Nov 2014, 17:36 PM
This animal still one shots squads regularly, I personally feel like it shouldn't... this could be changed in a number of ways, reduce AOE or accuracy or damage to infantry, something... |
From my albeit limited experience with USF like other people have said you have to play them <b><u>VERY aggressively!!</u></b> and try to effectively win the game as quickly as possible.
As for the lack of some core units, first off this is very typical of asymmetrically balanced games. Apart from that fact Romeo's post really nailed all the points very well.
USF indirect fire units (besides the priest IMO) and USF late game armor answers need some fine tuning. |
So people can finally get rid of the OKW biker-gang crosses?
lol i think the Iron Cross is a fitting replacement for the Armanen sig runes or the swastika.
If they let people do custom emblems its just gonna be raining genitals and swastikas. |