Any ninja changes in today's hotfix Cruzz?
After each patch, Dr.Cruzz goes to the operation room for like 3 days and start dealing with the cancerous bugs and ninjas. Then he comes out with a list. Be patient. |
There is also a problem with rangers throwing grenades. Sometimes they don't throw when ordered to.
This is a general issue for most infantry units. |
If we want realistic small arms, then machine guns should wipe everything from long range, and semi-automatic rifles would kill anyone with bolt-action/SMG, and in close quaters SMG´s and instant kill flamers would dominate everyone, flamers could even disable enemy tanks
Blitzkrieg mod |
I mean, can you believe this guy? This must be trolling, no one is this ignorant.
Anyway, What Robbie says should be written in gold. As ostheer, you are only responding to the enemy and you have to hope for a mistake on their side. I think 222 needs Armor buff and not HP buff. Give it a better accuracy and small AoE buff and you have a shock vehicle to kite infantry. If you only give it Armor and not HP, Captain tier can easily counter it and Lt. tier would still have a chance with AAHT and Bazookas.
T4 argument is also right. Both the structure and units are way too expensive. Panther is fine as a unit but meh as a T4 vehicle. Pzwerfer is where it should be, and brummbar is both expensive and lackluster. |
Thread: Rangers30 Oct 2015, 21:02 PM
Well, I think we should not simply compare Ranger in isolated situations, like most other units. As a whole, this commander seems fine (maybe in need of some fine tuning but it's nothing like OKW commander). So IMO, rangers are fine, definitely not UP.
You have Rifles which are great, you get extra utility on them, smoke, Combined arms which is a bit underrated, and finally a Pershing (Which IMO should get slight damage nerf and HP buff). Rangers are there to fill the gap in urban maps or choke points. Their mid and close DPS are also quit good. I have to say I haven't played with them, but I've watched a couple of games. |
I modded CoH1 for years, adding a remote controlled machine gun would just require someone to allow it to rotate, give it markers for muzzleflashes and tracers, and that would basically be that, as far as I know. You are required to do all that with a topgunner too, except you then also have to add the top gunner position itself, so this is why just making a remote controlled MG would require slightly less work. I'm pretty sure the guys working on the model just didn't realise it was a remote controlled MG when looking at photos for reference.
That's why I said it would not make such difference at the end of my post. Anyway, you're probably right. There are some other small details which they've forgotten to add. Scope is another one. Lazy modelers I guess. |
I've only had a couple of crashes since CoH2 release, but these freezes are killing me. And they get worse and worse with each patch.
PS: Go loot at Relics' streams, they too have frequent 1 sec freezes every now and then. |
Took you 2 and a half year and couple of dozens of threads about, but you've finally noticed it
Its cost effectiveness is broken for over a year now.
@RMMLz
Typhons are fundamentally different.
There is one plane that attacks vehicles and one that attacks infantry, neither of them really rolls over its designated target.
SCAS on the other hand uses 2 anti all planes which are hard to shoot down(hardcounter sov and USF AA units), apply permanent crits to vehicles and as it was said, suppress infantry and obliterate team weapons and infantry alike.
No other loiter is as powerful as SCAS, but typhons are on far 2nd place with soviet IL-2 crying in the corner, being able to tickle infantry at most.
I don't see much difference. You pay 200 to counter everything in the area, and they both arrive to the field so fast which is also another problem. Typhoons Shred infantry, they are less effective versus fast moving tanks (mostly mediums like PIV) but still, very effective. I'm not even considering other abilities in that commander.
Both need slight nerf, IL2 needs slight buff (and I push so much emphasis on the "Slight nerf" because relic might simply divide their damage by 10, and multiply IL-2s by 10 in their "normal" buffs and nerfs.) |
I'm pretty sure adding a top gunner requires more effort than not having a top gunner.
Not really. I don't know about this engine, but in many other engines, you have "Sockets" which you can "attach" different entities like weapons. They have a fully attachable and animated "Top Gunner" for all German tanks, and they just added that to 38t. Although, it wouldn't be that time consuming to actually model and animate the remote gun. Don't know why the did that.
PS: What is that written in the unit description? Effective against tanks? |
Thread: Trade30 Oct 2015, 15:01 PM
Seriously? Soviet Industry? I would give you my own for free if I could. |