Profile of Nubb3r
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Register Time: 28 Jan 2016, 00:48 AM
Last Visit Time: 29 Mar 2022, 13:01 PM
Broadcast: https://www.twitch.tv/nubb3r
Register Time: 28 Jan 2016, 00:48 AM
Last Visit Time: 29 Mar 2022, 13:01 PM
Broadcast: https://www.twitch.tv/nubb3r
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Post History of Nubb3r
Thread: Serveral questions14 Jan 2018, 14:38 PM
And as the thread fills with more and more sophisticated and in-depth conversation about the nooks and crannies, the ins and outs of OKW AT and the more nuanced kind of discussion emerges, the thread creator and his baseless tantrums have gone silent, for he can't quite capture the spoken due to his limited sphere of apprehension. In: COH2 Balance |
Thread: Patch by Petition for CoH111 Jan 2018, 22:59 PM
https://www.change.org/p/relic-entertainment-patch-coh1 Haven't seen it posted here and I don't play it anymore, but might aswell post it for those who do. If you care about the game, sign it. In: COH Central |
Thread: Nerfing Indirect Fire11 Jan 2018, 16:07 PM
Make it happen! Where's the next xBP round starting? Spring Balance Patch anyone?? I think there is potential and relic might be willing to give it another go. The game gets better imo. Smith? Fla? Any word on if and when there will be another balancing round and whether or not you could test some suggestions regarding indirect fire from here? Cheers! In: COH2 Balance |
Thread: Nerfing Indirect Fire10 Jan 2018, 21:02 PM
I agree and I will quote myself from another thread here:
In: COH2 Balance |
Thread: It is time for the OH MG bunker to cost popcap7 Jan 2018, 11:34 AM
Bunkers are 3shot from any tank and any at gun. 3 shots for 150mp and 60 mun. I wanna see any faction that can just throw those resources away like that, especially if it's Ostheer. Any fighting position, MG bunker is a horrible investment unless you are capped and are floating resources too. I don't see any problem other than an L2P issue. In: COH2 Balance |
Thread: [1v1] USF vs WM got #rekt4 Jan 2018, 23:39 PM
Thanks for providing the replay, I will definetely try that OST strat. I'm no mentor person but you ate about all the grenades and artilleries right in the face, so there's that. Treat assgrens like sturmpios, stand in cover and shoot them from afar. A small thing I've noticed: You let your LT cap the mid vp while under fire from 222 in mid range. Sure, you got the VP cap but ate a lot of dmg while doing so. it cost you 2 extra reinforcements for LT and they are not cheap, so it was definetely not worth it. Plus you are feeding vet like that and for what? a few VPs which rarely ever matter. 90% of games are won and lost without VPs mattering at all if you ask me. Just my 2 cents. Hope it helps. In: Replay Reviews |
Thread: Penal Battalions Balanced patch from Relic *Sarcasm3 Jan 2018, 11:36 AM
The penals are obviously low hp so models should drop quickly once the cover bonus is negated by closing in. Volks are in the open, so it can't get any worse than that, so you might as well close the gap and negate the cover bonus You are either trolling and we're falling hard for it, or you might consider relearning the basic coh mechanics. Penals in general are strong and even though they are expensive, they are just a little too strong right now atm. This does not mean that your clip is any kind of "proof" or whatever. The footage shows some severe l2p work that needs to be done. In: COH2 Balance |
Thread: Penal Battalions Balanced patch from Relic *Sarcasm3 Jan 2018, 11:31 AM
Do you even know about the point blank mechanism, or how model drops reduce dps and influence engagements? That Volks would've won 100% if you went close. In: COH2 Balance |
Thread: Developing a Mod, need a direction.31 Dec 2017, 16:31 PM
There's one thing I would like to suggest which is a general redesign of light indirect fire. It's cancer. Moreso in team games but random mortar shells wiping squads are just too much for a competitive environment and this shit happens on a regular basis. I would propose making mortars more responsive overall and changing them as follows (I'm only looking at non doc, so we can get that straight first. As was said before, one problem with the game in general was it's lack of coherent design decisions and the gap filling with commanders which has done a lot of damage to the balance (see doctrinal flamers, M10 vs Jackson etc.). All Mortars should have their core function in effectively combating team weapons (forcing pack-ups, retreats and repositions) and softening garrisons/emplacements (but not outright hard-countering them). Further, all of them should have smoke. OST and Soviet: Ost and Soviet both have a mortar in an early tier and rocket artillery in T4, but that's it. Therefore I'd say these two mortars should have a "quick barrage" and a "long barrage", where the difference between two barrages is that the long one takes longer to get started, but overall has a way longer duration, like 8 shells or something, making it best suited for anti garrison and anti emplacement (softening them up!). The short barrage should be kept very responsive, since it will mainly be used to force team weapons away and thus it consists of about 4 accurate shells. For flavour we have the vet abilities which can stay as is, I see no big deal here, except make that flare shell work properly please, since it's been bugged since forever. The late game rocket artilleries on Ost and Sov should be heavy blob and emplacement/garrison killers, but they are not the main concern here so allow me to skip that part for now. OKW is in a similar spot with ISG and Stuka, but their timing isn't as distinctively spread apart like for Ost/Sov. I don't know how to fix the ISG without making it UP/OP, so maybe give it slightly more AOE first to make it more consistent and appyly similar changes like for the Ost/Sov mortars. USF are bloated with indirect fire and I would suggest giving the mortar only the quick barrage option and leave it at that, plus smoke obviously. The long barrage should go into the Pack howie, but apart from this distinction it's getting fuzzy, since there's still the Scott which could be/stay a long range squishy Stug-E type of unit?? This is a part in my proposal that could use some more work, but I can't think of anything good right now. Maybe making the Pack howie a doctrinal airdrop and replacing it's role with the Scott would be good like it was already suggested here. UKF is also in a wird position, but you already have great ideas for it and I'd go with the little mortar pit that you drafted there. Maybe have the long barrage locked behind being inside the mortar pit and otherwise treat it like USF mortar? There are base howies for late game heavy artillery so I don't see much of a problem there. That's all the factional indidrect fire units covered, but here's the most important change of them all which should be applied to ALL of them: Nerf automatic firing! Either increase the delay between aiming and firing, increase scatter, decrease rate of fire, decrease auto-fire range or maybe all of that to preserve their role as anti team weapons and soft garrison/emplacement counters. As of now, they add inconsistency by wiping squads randomly and just increase the "explosive noise" on the battlefield. I'd hope they'd be more micro heavy and thus more rewarding compared to their passive use, which isn't all that worse than microing them heavily as of now. This is my personal pet peeve with this game and I hope It's okay that I post my ideas here, but since this area of the game needs some major work IMHO, I thought it could be done in a mod and you asked for ideas, so there you go! TL;DR Make mortars fit their role (anti team weapon + soft garrison/emplacementcounter) more distinvtively and make them more rewarding to play with and against (by rewarding micro and punishing negligence), all by nerfing their auto-fire heavily and splitting the normal barrage in two distinct versions, each sercing a specific puprose each which have been mentioned above. cheers! In: COH2 Balance |
Thread: Garrison mechanics. Which do you prefer?30 Dec 2017, 16:06 PM
Other idea: Make a cooldown for the enter moves after an exit move i.e. units enter and exit quickly, but can't enter again for a short duration. Similar for units already in a building: Exit quickly, but can't enter again for a short duration. Helps with infinite stalling abuse and greedy nade dodges, since you can steal the building reliably this way and your opponent can't have all the benefits without much risk involved. Don't know if there are some engine limitations™ but implementing that should be an option to consider, but I prefer the post DBP anyway so it's not as big of a deal now. In: COH2 Gameplay |
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