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: Whats the point in guards...6 May 2017, 17:01 PM
Took a big nerf, penals can now fill their AT role as well as AI w/o upgrades + DSHK. They just don't really have a slot in the current soveit meta. It is for this reason guard motor has fallen from favor, along with that less HM-38 120mm mortars. Couple that with UKF landmattress nerf and USF turbo mortar nerf, you get OKW pak 43s meta. In: Lobby |
Thread: Penals op6 May 2017, 16:54 PM
Yes my statement is pre upgrades which is where penals are at their strongest and cannot be effectivly countered by OKW. After StG upgrades you also have access to the MG34 which is another way of dealing with them. It's lackluster, but it's better than nothing. Also the decision to upgrade penals to PTRS is entirely the soviet players decision on a game by game basis. For the axis you need upgrades inorder to keep up with penals or other allied infantry should they purchase upgrades, and even in the lategame when USF and UKF are pulling out double BARs/brens axis backbone infantry don't go toe to toe with them, and they shouldn't considering they're cheaper to purchase. In: COH2 Balance |
Thread: Penals op6 May 2017, 16:18 PM
Almost, at least penals do not force you from garrisons and out of cover when fighting super high long range DPS. But yeah Penals are equally bad against Ostheer and OKW infantry, its just that Ostheer has an actual suppression platform from the beginning of the match and it actually does its job. Simply, penals are more durable, and therefore when they drop a model their DPS proportion drops off significantly less against lesser durable squads. That and the fact that OKW has to go volks against soviets currently. It's like forcing soviets to play conscripts against OKW volks every game, you just lose at all stages of the game against them. In: COH2 Balance |
Thread: Penals op6 May 2017, 02:34 AM
Starting with combat units is nice, but would you really want to start with a conscript? Kappa In: COH2 Balance |
Thread: Teamgame dominant meta6 May 2017, 02:16 AM
Long post. Anyways just gonna point out some flaws in this design. Keep in mind I didn't read all of it and my attention to detail isn't super high atm, but this is what I noticed.
Also if these changes carried over into 1v1 it would crush 1v1 balance. You'd need to separate values for 3v3/4v4s and 1v1/2v2s. Maybe even 2v2s separate all together. In: COH2 Balance |
Thread: Cleaning up the 1v1 map pool(again)5 May 2017, 21:15 PM
I think that'd be a fine addition to the strategy desk and a job for the strategists. Similar to replay reviews we could look at maps for map makers and try and give them idea on what is wrong and what could be done to fix it. What do you think? In: COH2 Gameplay |
Thread: Cleaning up the 1v1 map pool(again)5 May 2017, 13:27 PM
This just explains why CQC maps are unbalanced. Take Caen or Bryansk. Both relatively CQC maps containing all what you described giving the allies a formidable advantage. Smoke/mortars also a dream for OKW. ISGs are no where near their cost to their power due to low AoE, and against garrisons are subpar compared to a mortar and 9 pop cap. Symmetry is not required, but it makes design significantly easier and points out gapping holes in faction design. Crossroads is another semi symmetrical map and I'd argue it's one of the more balanced maps. It has it's flaws like any other, but i'd say less than La Gleize. In: COH2 Gameplay |
Thread: Teamgame dominant meta5 May 2017, 03:48 AM
Some thougts:
In: COH2 Balance |
Thread: Hello, comrades!5 May 2017, 02:46 AM
The following links are to a casters channel named Tightrope Gaming. The man casting goes by the alias Tightrope/Tightropexilo. His series of Micro Tips & Tricks as well as the Coh2 Starter series give a solid foundation for mechanics and interactions, I'd highly suggest watching them. Playist for Micro Tips & Tricks: https://www.youtube.com/watch?v=2rkp3LLM3WA&list=PLMJFmZl8aYOdW4tzX-S3VL2tq5JfuiViK Playlist for Coh2 Starter Series: https://www.youtube.com/watch?v=fkDhwSaDOBA&list=PLMJFmZl8aYOeoRdddMg7im6dwJHI4y7bL This playlist includes all previous videos as well as 4 additional videos about things including garrisons and infiltration units that are also helpful. I placed the other 2 links because this playlist is rather messy and out of order. https://www.youtube.com/watch?v=avFkuz3DrnA&list=PLMJFmZl8aYOf337dGjOP8DlJchPDYWmKn HelpingHans is a Coh2 top tier player regarded as one of the best players currently playing. His Tip of the week videos are also very informative. https://www.youtube.com/watch?v=zroROTSphpY&list=PLwkm_w8wXFhjEX14k1f3Z2EWgYuIFi-Cf I'd recommend subscribing or at least checking back with these 2 YouTube channels to see if they have new or informative videos uploaded every once in awhlile. Here you can find strategies on the soviet faction. https://www.coh2.org/forum/12/red-army-strategies In: New Members |
Thread: Cleaning up the 1v1 map pool(again)5 May 2017, 02:30 AM
I agree with semoisky summer, and maybe winter imo. Minsk as well but not with road to kharkov. While the narrow map does limit flanking, and certain garrisons are absolutely overpowered with MGs in them, this map is infinitly worse in 2v2 pool. Personally Halbe is one of my favorite maps. It has major glaring issues like massive red cover roads which make light vehicles super potent and few shot blockers which make wide arc MGs amazing. Snipers are difficult to flank as well, but what I love the most about it is how it is almost symmetrical, which makes for a more balanced game (and highlights faction flaws). I'd love for another map similar to it with more shot/sight blockers and no massive strips of red cover. Side note: Roads are an issue. Perticularly if your opponet gets snared by AT nade, mine etc and they're on a road, their vehicle moves faster than infantry can move to follow up with another snare even when their vehicle is already crippled! That's annoying as hell. In: COH2 Gameplay |
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