Profile of ShadowLinkX37
General Information
Broadcast: https://www.twitch.tv/ShadowLinkX37
Steam: 76561198023067759
Residence: United States
Nationality: United States
Timezone: America/Detroit
Game Name: Shadow Link
Broadcast: https://www.twitch.tv/ShadowLinkX37
Steam: 76561198023067759
Residence: United States
Nationality: United States
Timezone: America/Detroit
Game Name: Shadow Link
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Post History of ShadowLinkX37
Thread: Weapon upgrades for standard infatry squads20 Nov 2018, 17:09 PM
aw shit I necro'd In: COH2 Balance |
Thread: Feedback for Commander Revamppatch19 Nov 2018, 18:47 PM
cons buff when? tired of penals (sounds like 2016 lol) https://www.coh2.org/topic/82688/weapon-upgrades-for-standard-infatry-squads/post/698613 Read that In: Lobby |
Thread: [OKW] Teching Rework18 Nov 2018, 20:14 PM
Now we're at 2 reworks? Veterancy "rework" was just straight nerfs across the board because that's how OKW vet 5 was designed. Calling that a "rework" to fit your vision of allies rofl stomping axis in all gamemodes is a stretch. People complain in multiple threads about volks over compensating in the faction, yet when a rework idea comes along you all immediatly laugh and dismiss it. If a faction has already had a rework, yet still remains incredibly stale and doesn't function at the capacity of other factions then there is clearly a problem. The people dismissing it are also the people who don't play the game and/or only play allies. Weird... In: COH2 Gameplay |
Thread: [OKW] Teching Rework18 Nov 2018, 20:00 PM
When USF gets suggested for rework, nobody panics, because it's all according to plan. When OKW gets suggested for rework, EVERYBODY LOSES THEIR MINDS! In: COH2 Gameplay |
Thread: Stellaris16 Nov 2018, 22:27 PM
I know Troyd plays it a bunch, although he gets pretty into it with all the customization stuff. In: Other Games |
Thread: USF Tech Changes Mod Changelog16 Nov 2018, 21:57 PM
Stuart now comes 10F cheaper. 50cal and M1 are great support teams now easily accessed. Riflemen are not being changed. You need to be careful about these potential power spikes. You're cushioning USFs rough early game and not taking away any of their (absurd) power in the lategame. The jackson still dominates, the pershing is the best heavy in the game, HE sherman and scott are both very respectable. In: Lobby |
Thread: Volks are disgustingly good, need toning down.16 Nov 2018, 21:36 PM
It's balanced around RA ONLY
This is just wrong entirely. Cons do not lose 100% of all engagements at long range vs grens at vet 0. There would literally be zero reason people would go cons against OST, WHERE THEY'RE PREFERED currently. ?? I don't even know what to say about this. This assumes squad spacing is 100% perfect, and that you'd never seek cover vs an armor piece, even if it means taking damage from 3x MGs off a p4 for example. Somehow I highly doubt either of these are actually 100% accurate. So when you have 4 men squads, you're supposed to spend additional resources to get a mobile HT just so you can recrew things at the same capacity as what 6 men can do for free? SeemsBalanced. "Heavy fire" Yes a sniper squad camping downed teamweapons because ostheer can't recrew once a sniper takes a single shot.
Bolster >> Reinforcement HT You're more than welcome to quote where I said this.
Again, this formula is garbage. Where's my 100 man squad that will NEVER be wiped via explosives and ballistics. Veterancy is a very large aspect of this game, the squads that can keep it better have an advantage over ones that cannot. You didn't actually disprove anything I said. You just reworded your own words that still say "squad reinforcement is determined by price and squad size". In: COH2 Balance |
Thread: Volks are disgustingly good, need toning down.16 Nov 2018, 21:14 PM
I understand that. On an individual model basis of 1 to 1 grenadiers are actually really strong, but other factors like mentioned with having 4 men squads still apply. In: COH2 Balance |
Thread: Volks are disgustingly good, need toning down.16 Nov 2018, 16:56 PM
The only mathematical fact of squad size is that 6 men squads are better. When reinforcement cost is determined based on squad size there is ZERO possibility the cost is balanced. Why you ask? Because our best example, Grenadiers at vet 0 vs conscripts at vet 0 is a 50/50 engagement determined by cover and RNG. Either side costs 240 MP, and has an equal chance of winning. Then you factor in the other positives and negatives such as DPS dropoff per model, squad recrewing, literally any explosive or ballistic weapon that can wipe multiple units and the conclusion is: 6 > 4. The problem with "I have more models therefore I should have a cheaper reinforce" excuse is this: "I want a 100 man squad but the reinforce cost should be 1.2" Same cost as grenadiers, we can nerf model stats to be equal to grenadiers, but the difference is that squad will NEVER be wiped with any ballistic or explosive unit, it will also be great for recrewing things (although if model stats were that bad they'd disintigrate under any means of fire, but this is obviously an exaggeration). In: COH2 Balance |
Thread: Volks are disgustingly good, need toning down.16 Nov 2018, 07:47 AM
"Attack where your opponet is weak" -Sun Tzu He plays 1 faction. How much insight on a faction he doesn't play can you expect from said person. Ignore him. In: COH2 Balance |
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FBP 2v2 map contest test Fields of Winnekendonkby: ShadowLinkX37 map: (4) Fields of Winnekendonk1-831
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