Additionally, heroes can visit ally's town and while it is not possible to buy troops from the town, it is possible to Heroes of allied players can not attack each other. Players and/or computers who are allied share each others map and 'line of sight'. Alliance can not be broken during the game nor can it be formed. I dont think Brits currently have a problem with light armor, the powerhouse Valor brings to the table enable them such an agressive infantry game Africacorp need to wait for his 360s mark for the first round of light armor.Allies is a characteristic of a map which defines two or more player to be in an alliance. Flame tanks are trickier, but the entire reason they were built was to deal with entrenched infantry. The question is why you're letting the flamethrower get that close to begin with suppress them before they get in range. I lose units to flame throwers when they are in buildings SO FAST that they die before they can even exit the building.Flamethrower ignores cover, that's it's entire point. My units die at pretty much the same speed in full building cover, and flame throwers have no damage mitigation when you are in building cover it seems. Taking cover in buildings offers NOTHING. Generally, off map barrages are used as either area denial or to break units, their kill rate has always been low outside of specific circumstances. And Dive Bomb does almost no damage to tanks That's been the case since CoH1. Doesnt even kill a unit if it strafes, they just run and heal. The air support is expensive, and ineffective. The only option for a more passive defence for much of the early game is to use light armour yourself. By the time you can unlock passive anti-tank capabilities for your infantry (via the Boys rifle for some reason, despite Tunisia being the PIAT's debut) you also have access to the 6pdr. Looking at the Brits for example, your only options to deal with armour outside of the Vickers or 3pdr mortar (which preferentially target infantry andĪren't particularly great against anything with better protection than a motorcycle) tend to be grenades. They'll also handle (though not particularly effectively) light armour. Mortars or machine guns to pin the flamethrower team before it gets in range. MOSTLY because the tanks and flame throwers are so broken that it kills a unit faster than they can retreat. It generally takes them a bit longer to get actual tanks. They get armoured cars and halftracks quite quickly, but so do the allies. I havent won a match yet vs them, and they are usually all in on tanks within minutes. Originally posted by Ulfhedinn:-The german side in PVP and PVAI is just INSANE overpowered. Probably will get a refund and stick with COH2 until they can fix this. I lose units to flame throwers when they are in buildings SO FAST that they die before they can even exit the building. So when there is a large fight going on, the micro is impossible to complete to save units, you almost need an auto retreat button to play this game. Flame thrower on tanks is SO FAR that the infantry literally can do nothing, and the damage from flame thrower tanks and flame packs is so huge that it kills units in about three bursts or less. And Dive Bomb does almost no damage to tanks Dont even bother going in the infantry tree, or creating them, they dont do anything, cant hold anything, and have no strategic use. There is NO INFANTRY GAME in this at all. The german side in PVP and PVAI is just INSANE overpowered. Im hoping the devs see this maybe along with other complaints and make the changes.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |