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Post History of 0ld_Shatterhand
Thread: Krautsalat_vs_Desperados_R1_G118 Sep 2016, 15:47 PM
Krautsalat won In: Replays |
Thread: Miragefla's December Balance Mod Additions18 Sep 2016, 13:17 PM
Some bugs concerning the new vet 4 and 5 abilities for OKW: Fallschirmjäger With the cloak ability active, they can't move, or throw grenades, fausts. The grenade range circle shows up, but you can´t throw them. LeiFH Rapid Barrage can only be targetted in a very small circle around the minimum range. The range buff also only applies to the standard barrage, not the Zeroing one. The yellow lines, showing the range are false, as soon as the unit gets vet. You can shoot way further than the lines indicate it. Jägers The Snipe ability takes way to long, most of the time the target is already dead or moved out of sight. Panzerfüsiliere The decap buff is maybe a bit too much. With passive sprint, they can decap the whole map in seconds. It also renders the commander ability Breakthrough Tactics obsolete. |
Thread: The NMC Cup Season 2 V2 Sign Ups7 Sep 2016, 20:48 PM
Player 1: Bene: 76561197965169987 Player 2: 0ld_Shatterhand: 76561198056752995 In: Events Central |
Thread: Miragefla's December Balance Mod Additions6 Sep 2016, 10:22 AM
OKW T3 I really like the change to the Okw tech structure, with the side tech in t3. The only problem with the low price of the flak upgrade (100 mun) is, that it's way easier to deny an area of the map to the opponent much earlier. I would recommend to rise the price of the flak upgrade to 200 mun, and return it to its old price if the side tech for tanks is completed. OST Jäger The new ability is amazing. It might be too good, considering the opponent has no clue without looking at all resource points and controlling if the income is lower than normal. Is it possible to let a territory flicker maybe every 10 sec? So that it´s like the Opel blitz truck but only every 10, 15 sec. Also adding an upgrade for one g43 sniper rifle would help them dealing more damage, otherwise you don't loose that much combat power if you just park them the whole game on the enemy's fuel point. |
Thread: Miragefla's December Balance Mod Additions31 Aug 2016, 10:31 AM
I'll get your point. Although I still think they should get a bit better close up dps. But lowering the vet requirements just for vet 1 wouldn´t cause too many problems and open up more strategic freedom for Ostheer concerning their healing options. Also if they should be able to upgrade with camouflage like grens and pgrens with the specific commander.
Sound really interesting. Maybe also give them some sort of beacon (similar to Pathfinder) that can detect enemy movement. And if you want to further emphasize their support and utility role give them smoke nades. It would help them to disengage and hide. I also like AtomicRockets idea of giving them a 50% speed increase when decapping. |
Thread: Miragefla's December Balance Mod Additions29 Aug 2016, 14:57 PM
A few thoughts that I had after playing Ostheer with the mod for a couple of games. Probably will provide more feedback as I play more games, also for the other factions. -251 Halftrack I really like that the 251 Halftrack is available after teching to battlephase 1, really opens up a lot of new strategies. Only the healing of squads that there inside feels a bit gimmicky. Either make the healing faster or give it a Healing AoE Ability. -Pioneers The repair speed upgrade was helpful, but it doesn´t solve the problem with getting vet without a flamer. Maybe give them a bit more damage up close, at least that they can reliably beat Combat engineers and rear echelons then they manage to get close. You should also consider lowering the vet requirements for vet 1 (For the same reasons you did it with Sturmpioneers). With the changes to the med kit it´s really useful, but hard to get especially now that it is only found on Pioneers and Osttruppen. -Panzergrenadiere The new vet ability is good, only then upgraded with g43 they become real monsters, it’s a bit too good for that price. -Jaeger Light Infantry The Idea is really good and the commander becomes really good with call in infantry, the only problem the Jaeger overlap in their role with grens. They feel like a better version of them without anything special. There decap bonus is good but barely notable in game. Camouflage is good, but with this commander you can upgrade cloak on every other infantry squad, (By the way why can’t pioneers be upgraded with camouflage? It makes the most sense for them. You could let infantry close in on them so that they can deal damage). Sprint without a grenade is rather useless, you can flank a mg but then it takes ages to kill it. My suggestion would be to turn it more into a mid-range skirmish squad with special abilities. Give them g43 with good moving accuracy and a grenade (maybe even something like the smoke nade from fallschirmjägers) also to support their role in decapping and harassing points the ability to plant a demo on the points would be great (can´t remember the exact name). This would separate them from grens and give them a unique role. |
Thread: Looking for mates to play with thread20 Jun 2016, 11:21 AM
Preferred game mode: 2v2 Requirements: be atleast decent, be willing to improve, discuss strats and eventually have a mic for ts Preferred time to play: EU evenings CET Preferred faction: you should play all of them Contact: message me here or add me on steam: 0ld_Shatterhand We are a 3 man austrian/german team playing 2v2s, so we need one more man. We all have 700+ hours on the clock. So if you want to play with and against a good team, try out new strategies, discuss your defeats and wins feel free to join us. In: Lobby |
Thread: Things that ruin team games, but don't affect 1v118 May 2016, 16:19 PM
the kt problem could be solved, without nerfing it more, by giving each building which is still standing a fuel discount. So lets say you still need all 3 trucks to unlock the kt, then you can call one in for 280 fuel (price in balance mod). If one of your buildings was destroyed the price will rise about 20-50 fuel for each building. So If you managed to destroy all buildings the okw player need to pay around 350-400 fuel for the kt. This way he gets punished for too aggressive truck placement, but not to much because some commanders don´t make any sense without aggressive truck placement. In: COH2 Balance |
Thread: War Spoils - Open Beta4 May 2016, 10:16 AM
Yea Ulbricht hits the nail on the head. The system looks like its much better, fair and good, but in reality its almost the same, userunfriendly, rng based bulls**t. In: Lobby |
Thread: War Spoils - Open Beta4 May 2016, 10:01 AM
so no other changes in comparison to the alpha then price changes and dropable supply points? Man I read so many good suggestions in the alpha forums, its sad relic is too lazy to implement them. Would have been a great change to secure coh2´s future. The system is better now but still way to dependent on RNG. You need 30 Duplicates to get one Commander. Assuming you get duplicates with every Warspoil (very unlikely) you will get it after 90 Games (each a Victory). So as a new player you wont get any duplicates, so no Supply coins (except via Warspoils) and no progress towards a commander.This lack of continuous progression was a major critic point back in the alpha, sad the did do so little to solve it. In: Lobby |
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