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Thread: Is COH2 broken?23 Jun 2015, 15:29 PM
In: Lobby |
Thread: Is COH2 broken?23 Jun 2015, 15:25 PM
It is near to impossible to win a game playing as axis these days in 3v3 and 4v4. Its exactly other way around. In: Lobby |
Thread: Relic: June 23rd Update: About Balance23 Jun 2015, 15:06 PM
Only time i was partially satisfied with Relic balance is when they balanced game "on the move" and released hotfixes almost immediately after first one or two WFA patches. And i really think it is a best approach in balancing complex stuff: release big patch full of huge, bold changes, and then, after gathering some data in first week release quick hotfix which resolves most common problems in this patch. This way players would not be forced to deal with complete imbalance BS and game would stay fresh gameplay wise. In: Lobby |
Thread: Heavy Tank for USF?23 Jun 2015, 12:40 PM
NDA police one the way. In: Lobby |
Thread: Relic: June 23rd Update: About Balance23 Jun 2015, 12:02 PM
Relic cant decide what they do. One day they release patches which completely destroy balance and left game in unplayable state for mounts (industry days is a good example), other day they are too scared to release actually good and hard-tested changes which either or not destroy balance would be most welcomed just because they refresh gameplay and shake meta so much. Call-ins were problem, so with heavy tanks limit guard motor with t34-85 spam would be one and only useful commander (same goes for elite rifles with flamethrower and e8 buff, same goes for ta, although least of all). Blobs were problem, so Relic nerfed katys in same patch, and again, did nothing to buff blob counters (primary artillery) past hmgs. Relic just operates on next level of loogic, nobody can understand them. Balancing games may be hard, but not even close to how hard Relic making it look. In: Lobby |
Thread: The League of Heroes by Maza and Project Electronic Mushroom22 Jun 2015, 11:27 AM
Aangermuende has nothing to do with bad balance. Really? I lost 60+ or 70+ streak on this map. Not because i did something wrong but because it is axis map. Maxims you say? I wish you luck with maxims against double german mortars, which cant be flanked thanks to abundance of buildings. Same goes for OKW med HQ. And then thanks to tunnels its impossible to use tds on this map (no room to maneuver, paks destroy everything) Maybe i play it wrong, but in my book this map is worst 3v3 map. In: News |
Thread: The League of Heroes by Maza and Project Electronic Mushroom20 Jun 2015, 15:59 PM
We are wanna make the League what show the weak place of the game. Every week we are assign maps and if map imbalance we are dont use her on League of Heroes Season 1. This is good intension, but teams should have equal chances, and winner should not be decided by lucky faction selection roll and ability to pick Axis. To be clear, maps i listed are not bad (90% of coh2 maps are bad, lol) or boring or annoying to play on, they are worst maps in 3v3/4v4 pool and, i believe, should never see any serious play. And if you give for us that information, about disbalance place on the maps - it will be good for our League! Here you go: 3v3
4v4
In: News |
Thread: June 23rd Modding Update20 Jun 2015, 13:27 PM
Why no custom skins/decals in automatch if there option to turn them off for all who dont like this kind of stuff? This feature is awesome, but it pretty limited if you can use it only in custom games. Give hello kitty panzers now! In: Lobby |
Thread: Remove forward retreat points20 Jun 2015, 12:13 PM
Both frp have drawbacks Not enough to balance all advantages FRP gives. usf needs to go back to base for inf weapons Once a game. Such disadvantage! and okw frp is a realy big investment, a nice target + if you loose it you can´t produce jp4 anymore. Only if you build super aggressive medHQ, and then fail to capitalize on it plasement. And since when 300mp is big investment for OKW? Its not like OKW lacking mp in middle game or don't want to trade mp for faster vet, more pressure on opponent and map control. There is close to 0 reason not to go FRP as OKW after 3rd volk in team games. In: COH2 Gameplay |
Thread: Remove forward retreat points20 Jun 2015, 10:07 AM
Yep, FRP eliminates strategic play, rewards blobing and gives free map control. Lost engagement? Np, with FRP your squads would be back in action in seconds. Suppressed? Same. Successful push or flank forced all your AT off the field? Those tanks better hurry up if they want inflict any damage to that flak truck near med HQ. Other solution is to increase counters to forward retreats. Sadly, Relic decide to go other way and remove precision stike from kat this patch. In: COH2 Gameplay |
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