Shadow Link (Master)
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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: M.F. 2v2 Tournament Sign-Ups 3 Nov 2017, 20:29 PM
In: Events Central |
Thread: DBP Commander Rework3 Nov 2017, 00:39 AM
If for mother russia is nerfed it's not in the notes. Unless you plan to nerf if that commander is selected? In: Lobby |
Thread: DBP Commander Rework3 Nov 2017, 00:04 AM
How is Soviet counterattack a "least played"? Arugeably the 2nd strongest doctrine for soviets. In: Lobby |
Thread: December Balance Preview2 Nov 2017, 02:42 AM
@Mr. Smith & Miragefla. Tested double tap abilities that I know of. You got the ones that were more publically known, but missed some that are not. Cromwell and comet can both shoot a standard round and then fire off a smoke in quick succession. The 2nd round is not lethal because it's smoke but I think this works well this way; good for hit and run. M26 Pershing has had its burst reduced but it definatly has a faster reload for the HVAP. It's pretty alright though, 5 second reload or soemthing. Got the M10 and Jackson double taps. Issue with jackson is that because of the reload speed of the unit and the ability time it's pretty difficult to get off any more than 2 HVAP. Used to get off 3 but stopping the aim time after an ability is used (which is a rough guess to how you nerfed certain units that have these abilities) makes it take a bit more time. KT good now. JT is in the same spot as pershing, can still get a APCBC shot off a bit faster but it's nothing major. Elephant has a major bug out issue. If you pop TWP directly after a standard goes out, the result effect will not not allow the elephant to shoot for ~18 SECONDS! think it has something to do with the 10 second duration of TWP and the ~9 second reload of the elephant. So once the ability ends it wants to reload a standard round or something. It's weird. Could extend TWP ability by like 1-2 seconds to avoid that. A unit that isn't know to "double tap" well is the scott. but it can use it's barrage and auto attack a lot similar to the way the ISG used to put out 2 rounds in quick succession but now is nerfed. Standard shot then barrage. That's all I found. Good work! In: Lobby |
Thread: December Balance Preview1 Nov 2017, 22:22 PM
I must be missing something about ostheer tech costs? Basically just redistributed the tech costs so that you need to invest more early so your fuel is locked into the upgrade instead of into a piece of armor In: Lobby |
Thread: December Balance Preview1 Nov 2017, 22:02 PM
I forgot I need to spam panthers to deal with the hordes of allied tanks In: Lobby |
Thread: December Balance Preview1 Nov 2017, 20:00 PM
What if you get a map where the Elephant and JT are not good? In: Lobby |
Thread: December Balance Preview1 Nov 2017, 19:37 PM
JP4 has same range as all allied TDs. Don't know where the extra range was coming from. Yup always support heavies. And i agree, but just 1 T34 saved means that it's worth the economic investment, fuel wise at least. But in the next patch the JT will probably be able to kill 1 T34, maybe. most definatly not 2+. So you're relying on paks and raks mainly for their defence. For now though I'm gonna just concede this argument. Yes 2 shots it highly lethal as they are now, but 3 shots is going to put them where they'll be rarely used except in certain situations. So what do you flank with? Currently for cost/output ratio the StuG. but the StuG is overperforming in its own right, doesn't mean we should buff everything to OP levels. In: Lobby |
Thread: December Balance Preview1 Nov 2017, 19:09 PM
Leave HEAT and command panther out of this. Mark target is equally bad.
That was my point. Why are are heavy tds and flanks and micro being dumbed down just so allied tanks can just blindly rush from the front and get around and kill. Use smoke, sweepers, flanks to actually out play your opponet. Not just charge in and ram for engine damage. Map issues are map issues. and soviets have Su76s which are even better than stugs due to lower tech tier and have higher pen, zis guns mark target etc. No one said Stuka CAS was balanced
Thing with FFs is if they get flanked it's by a panther or panzer 4. Panzer 4 loses unless it gets 1st shot off and can get up close. Panthers RoF is just as bad as the FFs. Rifles can also save jacksons with snares. And more importantly now is they'll have mines. but given your opponet has sweepers that shouldn't mean much.
Not just because of raw stats. The StuG also had target weakpoint for a stun. And just because a unit dominated for years doesn't mean you should buff the victim to abuse the former bully. That's like saying we should buff panthers to pre nerf comet levels so they can have their reign of terror. In: Lobby |
Thread: December Balance Preview1 Nov 2017, 17:54 PM
StuGs cannot trade vs good allied TD users. Similar problem with the KT vs Su85. Yes the Kt will ruin an SU85 if it gets in range, but you can kite all day with the 85 and the KT will eventually lose. But you expect a 480 HP StuG to trade against firefly which can burst down a StuG immediatly with shot/tulips combo? Also god forbid a firefly gets vet 3 and begins to 2 shot stugs without rockets. Jackson Hvap potentially can do the same. On the sweeper comment. According to smith just use MGs to stop sweepers. flanks denied. I never said Heavy TDs are weak, but at the very least the elephant is the only thing keeping ostheer even remotely in teamgames atm along with stuka dive bomb. As said above, ostheer will have zero armor counters to allied TDs. I want stuka dive bombed nerfed as much as everyone else (or at least add flares for christ sake). but ostheer will be extinct in teamgames if not many of these changes are altered. As far as the T34s go, that sounds like a map issue, not a heavy TD issue. If a unit is broken on 1 map and trash on another that doesn't really sound like the units fault. And for the JP4, one has a turret and better mobility and better penetration. Not that the penetration really matters against the jackson, but is sure as hell annoying against the IS2. Also vehicle crews, Hvap etc. I understand what you're getting at that the JP4 is a good TD, and it is but the JP4 can be countered by both allied TDs and flanks from mediums. Where as the jackson is more difficult to be countered by flanks due to the soon panther nerfs and its high mobility. So just overall, the JP4 can be countered in multiple ways, where the future jackson won't be.
JP4 sure. StuG most definatly not against FFs, and soon jacksons. In: Lobby |
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