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Author Topic: Vehicles/tanks glitching infantry possible fix  (Read 2366 times)
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UndeathWrath Offline
EIR Veteran
Posts: 284



« on: June 12, 2010, 11:27:48 am »

You know how you run up to a tank with your at squad and it bum rushes it, making your inf squad run around in circles instead of firing?

Well i think i might have a solution. Im not positive this is a fix. But the maximum allowed distance between squad members could be increased when within 10m of any enemy vehicles/tanks. This would allow the squad to spread out and better handle a tank that is attempting to annoyingly exploiting you.

Can we do this?
Logged



tank130:
oh noessss....I can't counter your big, unmovable anti tank gun with my much smaller, mobile, and cheaper anti tank gun.......
WTF... the horrors of imbalance.......
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #1 on: June 12, 2010, 11:29:08 am »

It's not considered an exploit AFAIK. We'll need to see what the coders say to this.

What I think this would do is make it easier to push the guy holding the schreck so he can't fire, which would be a huge nerf. It would make it harder to crush but handheld At would be even more fucked than right now.
« Last Edit: June 12, 2010, 11:33:09 am by EliteGren » Logged

i prefer to no u
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
Tymathee Offline
Donator
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Posts: 9741



« Reply #2 on: June 12, 2010, 11:39:43 am »

it can be done but what would happen is a that squad members would really get separated a lot. alot of the issue has to do with coh's pathing around other objects, it just doesn't seem to know what to do at times, you ever seen a vehicle going straight and then it "bounces" so annoying, or tanks getting stuck on houses, on other vehicles, your own infantry blocking a tank but if ooc it'll run over your whole sqd and they wont even flinch
Logged

"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
UndeathWrath Offline
EIR Veteran
Posts: 284



« Reply #3 on: June 12, 2010, 12:04:36 pm »

Hm there has to be something that can be done about this....maybe greatly reduce the aim time of hand held at when the tank is within 7m of the at holder? I mean honestly how hard can it be to aim at a tank that's in your face. Lol.

Essentially this could let the guy shoot his at at the tank the moment he can stop running from the tank, which makes up for the amount of time he wasted not firing because of the tank owners aggressive attack. A 120mu purchase needs to have a chance against a tank to at least dish out some dmg
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Tymathee Offline
Donator
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Posts: 9741



« Reply #4 on: June 12, 2010, 12:30:17 pm »

I think there should be a minimum range for vehicles to fire tbh, it just looks weird when tanks are right up on each other firing at one another
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Rautanaula Offline
EIR Regular
Posts: 16


« Reply #5 on: June 12, 2010, 12:44:10 pm »

I think there should be a minimum range for vehicles to fire tbh, it just looks weird when tanks are right up on each other firing at one another

Hell no.. "LOLOL MY JEEPS R BOXIN UR TIGERZ U CANT SHOOT ME LOLOL"

'nuff said.
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