Profile of NinjaWJ
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Axis doesn't have the best AT options in the game
Post History of NinjaWJ
Thread: Okw Elite Armored.21 Dec 2015, 07:14 AM
it does give you the awesome sturmtiger. The HEAT rounds are good too because OKW has 100 percent muni income In: COH2 Gameplay |
Thread: Change Soviet Industry19 Dec 2015, 16:48 PM
no one here plays SOviet Industry COmmander? In: COH2 Gameplay |
Thread: Soviet industry and allied fuel drop19 Dec 2015, 16:47 PM
Just mirror the Axis ability "Supply Drop ZOne" and everything will be okay In: COH2 Balance |
Thread: Change Soviet Industry18 Dec 2015, 19:47 PM
I am happy that Relic made some changes in the Soviet Industry commander. It made the doctrine useful and not crippling when you activated the "Soviet Industry" ability (which was scrapped altogether). However, I think a few more changes need to be made. This commander does not feel unique and special anymore imo because of the loss of the "Soviet Industry" ability which altered your income and build times. It was a good idea to scrap it, but further changes need to be made to give this commander a unique twist, to be more fun, and more balanced. Commander Abilities: Allied Supply Drop: This ability is not very good. The plane flies from the opponent's side of the map. It is sure to be shot down if any AA is present on the field. The German "Supply Drop Zone" is much more powerful and safer to use. This ability could be replaced. Repair Station: This is a unique and great ability. As far as i know, Soviet Industry is one of the few doctrines that have this ability. It matches the feel of the commander well because you can quickly repair your vehicles and bring them back into combat. Armored Vehicle Repair: I think this ability needs to be replaced. It is a decent one, but is redundant when you have the "Repair Station" ability. KV-8 Flamethrower Tank: I don't use this call-in on this commander a lot, so i am not sure what should be done with it. KV-2: This is the special unit of the commander. I think it is fun to use and fairly balanced. However, at 14 CP it is way too prohibitive. A CP cost between 11 and 13 would be much better. My Ideas for Improvement 1. Bring back a modified Soviet Industry ability (replace allied supply drop or vehicle repair) The ability would not change incomes but would only give a modest decrease of vehicle build times anywhere from 5 percent to 30 percent. This would reflect the "mass vehicles" style of the old SOviet Industry commander. 2. Engineer Salvage Kit (replace vehicle repair or allied supply drop) This would be similar to the Tank Hunter Tactics ability where engineers could scrap wrecks for resources. Thoughts and comments would be appreciated In: COH2 Gameplay |
Thread: Elite Troops Stun Grenades causing terrible gameplay18 Dec 2015, 02:36 AM
remember when the stuka close air support strafing run pinned your units WHILE they were retreating? Ahhh fun times In: COH2 Bugs |
Thread: Would you be interested in a 4v4AT tourney?18 Dec 2015, 02:31 AM
yes it would be very interesting. i like this idea In: Lobby |
Thread: Constant crash / BugSplat in multiplayer mode.18 Dec 2015, 02:07 AM
i crash in mp too, always before the game loads in In: COH2 Bugs |
Thread: Time for Statistics14 Dec 2015, 04:54 AM
Bringing this thread back a bit since we've had a weekend to collect win rate data after the dec 10th hotfix. The first thing I noticed is that even though people say that 1v1 was "almost perfect," the dec 10th changes brought OKW down from a .78 winrate to an average of .65, which is still 2nd or 3rd highest among the 5 factions. It really just goes to show that there is always room for improvement and "almost perfect" might not be as perfect as we think it might mean. i noticed the same things you did. i am wondering why myself. perhaps the data will normalize in a week, although some of those winrates are still staggering In: COH2 Balance |
Thread: Kv2 Artillery Mode14 Dec 2015, 00:10 AM
it is a fun vehicle, but the vet should get tweaked a bit In: COH2 Gameplay |
Thread: CoH 2 Needs Report Features 14 Dec 2015, 00:06 AM
i think the 5 - 10 min penalty is fine. if you really need to do something that requires leaving the game, then the time penalty should give u enough of a chance to finish what you have to do. Believe me, a lot of players have left before the five minute mark; people leave right after they load into the game people leave after losing a single unit, people leave because someone is flaming them, etc. In: COH2 Gameplay |
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