Profile of ShadowLinkX37
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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: AE's King Tiger Adventure Analysed by Someone With Eyes23 Mar 2018, 14:53 PM
As far as the video goes. The KT is in a bad spot because of its scatter, which lead to a few missed shots. As far as the bounces go on the comets, yes A_E got a bit unlucky, but it isn't unheard of. 1 KT shouldn't be soloing 2 comets though. In: Lobby |
Thread: Operation Unthinkable Tournament - Sign-up Here21 Mar 2018, 17:33 PM
Why are you using Kholodney Ferma Winter over summer? In: COH2 Gameplay |
Thread: any good reason to pay 90ammunition shot? (USF - Pershing)17 Mar 2018, 23:17 PM
I think 60 muni would be good for this ability tbh. Basically can be used as a "kill secure" shot to guarantee penetration on most targets. In: COH2 Balance |
Thread: What's OP? What's UP?14 Mar 2018, 18:09 PM
This honestly sounds like a pretty solid idea, and would potentially remove the effect of "RNG planes" obliterating armies if we removed them crashing all together. add maxim (UT) (Done) In: COH2 Balance |
Thread: What's OP? What's UP?14 Mar 2018, 17:29 PM
So OKW is perfectly balanced since it requires no changes? Was still working on it Honestly I love these ideas, specifically the T34/76 one. It allows for more strategic diversity when making decisions. In: COH2 Balance |
Thread: What's OP? What's UP?14 Mar 2018, 16:32 PM
I had this idea last night that I should make a thread about everything over performing and under performing of the patch, so that if and when a new patch comes I can throw this at the mod team and say "balance it". This is primarily from a 1v1 standpoint. A global change I'd like to implement is for most explosive and ballistic weapons to have a limited number of models it can damage per shot. This will allow higher lethality from tanks and mortars without frustrating 1 shot wipes. ZombieFrancis idea for explosives change: Change all heavy rear armor to 110 to reward flanks. Anyone is more than allowed to suggest things to add to this list, and it'll be edited as time goes on. Key: OP = Overperforming OT = Overtuned/Slightly overperforming UT = Undertuned/Slightly underperforming UP = Underperforming If there is a question mark(?) after something, it is because I am unsure of this. Soviets 2 model sniper team(OP) Guards(unsure what to do with them, they simply just deal with everything which isn't a great unit design)(Overtuned) IL2 loiter(OP) M3 clown car(? Overtuned) Soviet PM81mm mortar (UP?) Maxim(? UT) Conscripts(? Too much utility, primarily "Oorah" OT) M5 quad(? UT vs infantry. Good vs Air) SU76 (The absolute pinacle of OP) T34/76(? Overtuned) T34/85 (Overly cost efficient, OP) IS2 (Reduce scatter, moreso with explosives change, UP) KV-1(? Potentially OT) KV-2(Rework) KV-8(? Potentially OT) Forward Observation post (UT) 120mm mortar (6 man squad, 1 man to operate, range. OT) Soveit M42 AT gun (Scales poorly. Decent turn time and damage vs lights, awful vs medium+, maybe add damage buff with vet like Su-76? UT) USF 2x equiping BARs (Technically balanced for cost, but it makes base infantry scale too well. Overtuned) BARs(specifically moving accuracy of 0.7 OP) Free squads(? Personally I just don't want to be forced to play with things if I don't want them. Overtuned) 81mm mortar(boost range to 65? 70? increase teardown? UP) M20(?) (AT mine included (OP) as well as skirts(uneccessary)) AAHT(against aircraft bugging out?)(bug) Pak howitzer(?UP) M4A3 Sherman(too cost efficient, OP) M8 Scott(requires some form of projectile speed nerf or AoE or possibly range reduction, Overtuned) M36 Jackson(OP) M26 Pershing(With explosives change, reduce scatter) M8 Greyhound(unsure on stats of unit but overly effective currently, OT) Fire up!(UT) Sherman EZ8 (OT) Airborne support weapons costing MP instead of Munitions (Rework) UKF SNARES please(QoL) Infantry section(possible nerf if snares are added) 2x brens (Allow for only 1 bren, buff to LMG42 level. OP) 6 pounder(removal of 1.5x accuracy modifier vs vehicles if snares are added) Royal engineers (borderline overly cost efficient for 210 MP, Overtuned) Bofors AA gun needs AA buff(UP, potentially bugged?) Mobile mortar please(remove pit) Centaur(Needs to either be toned down or Ostwinds needs to be buffed, OP) Cromwell(reduce scatter, it's abysmal, UT) Comet(Same as above ^) Ostheer G43s (moving accuracy toned down from 0.8, also price increase, way OP) Grenadiers(smoother vet curve, potentially applicable to all infantry,QoL) GrW34 mortar(? potentially fine with explosives change, Overtuned?) Riegal AT mine(immobilize is rediculous, OP) Ostheer sniper(I'd rather just have a cheap scout for vision and just remove snipers but that's just me) 222(buff vs snipers only, UP) Stug G(Overly cost efficient, OP) Ostwind(should be near centaur level of AI, Raise AA to centaur level. UP) Brumbar(Better with explosives change, armor too high? Overtuned) Panther(Increase stationary accuracy, Undertuned) Panzerwerfer(Unsure how to improve, UP) Tiger Ace(Cost fuel please, OP) SdKfz 250 (No vet, no weapons, UP) Aerafield's idea for panzergrenadier fausts OKW Sturmpioneers (Overburdened) Volksgrenadiers(UT) Volks MP40 (UT, possible rework) Raketen(Just a gimmick unit. I'd rather just remove it, or at least remove cloak. Undertuned) ISG (Unsure if it's due to the projectile or lower AoEUP) Flak Halftrack (Potentially OP) Obersoldaten(Arriving too late to gain significant vet, smoother vet curveUndertuned) JP4(Fix veterancy mess, potentially raise pen. Undertuned Panther (I'd like to see something done with this similar to the Ostheer panther with the RoF. UP) King Tiger (Reduce scatter to prenerf levels with explosives change, UP) Fallschirmjaegar(?Very glass cannon. Undertuned) Emergency Repair (UT) Panzer Commander (UT) Sturm Offizier (Good utility abilities but no vet. UT) Luchs (Unsure what to do with this, UT) In: COH2 Balance |
Thread: Is OKW dead? what's your opinion? 14 Mar 2018, 01:48 AM
In: COH2 Balance |
Thread: German Armour too Expensive13 Mar 2018, 23:41 PM
The problem I see is that Ostheer is still on the backfoot early because of the four men squads but doesn't compensate lategame any longer since the lategame gap was closed/ shifted a bit to the Allies due to TD buffs. This guy understands it ^ +1. There are many issues with the game currently, and this is just one of the few. Essentially Axis armor was too difficult for some people to deal with in the lategame, or poor decisions were made and they couldn't deal with it. So they nerfed heavy armor to oblivion and now axis crutch on mediums. Panthers, Tigers and elephants are all essentially unuseable against competant opponets if ceteris paribus In: COH2 Balance |
Thread: Asshole teamte12 Mar 2018, 17:27 PM
I just like how this is about RubberLuck In: Replays |
Thread: OKW late or early game faction?What made them powerful?11 Mar 2018, 23:42 PM
Yep, essentially impossible to completely balance it since 5 =/= 3. You could make vet 5 = vet 3 in both XP and benefits but then the smoother curve of the vet 5 would overtake that over the vet 3. In: Lobby |
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