It sounds like your complaint is against OKW not having an answer (aside from a mine or their t0 at gun) not the car scaling. You seem to be mixing them up and arguing one on account of the other. When tmyoy decide what you are arguing hit me up and we will resume discussing it. What ever that it happens to be
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Post History of ShadowLinkX37
Thread: M3A1 scout car scaling29 Jul 2020, 05:51 AM
In: COH2 Balance |
Thread: M3A1 scout car scaling29 Jul 2020, 02:20 AM
So 50% of those units all come in doctrines as opposed to the m3a1 which is literally in t1 just to bully OKW. I remember argueing with Mr. Smith 3-4 years back against this oppressive unit to remove it and Mr. Smith's reasoning for the garbage design of bullying OKW was "the unit needs to do something". We don't need another jesus vehicle that does everything like the WC51 which continues to break 1v1. Not because of it does everything lategame, but because it's oppressive early game. If the m3a1 receives buffs OKW should get fausts from the go like OST. Kubels, UCs, m3a1 from minute 1 are all garbage design. Encouraging buffs to non bleed units is just removing cover combat of the first 5 or so minutes of the game to pushing units from cover because of pathing. In: COH2 Balance |
Thread: M3A1 scout car scaling28 Jul 2020, 23:13 PM
Why are people so adamant on giving vehicles that you get at minute 1 5 different abilities. Is the scout car not oppressive enough vs no faust OKW? Seriously taking zero loses eary game while you bleed your opponent is already OP. I think the 223 should be able to call in schwer gustav shells at vet 5. In: COH2 Balance |
Thread: Shock grenade28 Jul 2020, 23:05 PM
I'd like to reiterate: shocks are a singular purpose unit whose only job is to brute force through the enemy head on and kill shit in close range. This is very different than firing lmgs on the move or am bushing armour all from the same unit. Have a slightly cheaper grenade comes with being a singular purpose unit as specialists are ALWAYS more cost effective at their given role than flexible generalist units. Obers are pretty singular use too? They can only engage with infantry. Booby trap on obers = smoke on shocks. They both get something. Fragible grenade? shock body armor. Just because a unit is different doesn't mean it needs to be OP. Calling obers a generalist is stretching their description to the absolute maximum.... And again, is there really a reason their grenade needs to obliterate damaged models all the way out to the full blast radius of the grenade? Does it truely help them win 1v1 situations more, considering they do not lose to probably any axis squad in the game from equal cover? In: COH2 Balance |
Thread: Shock grenade28 Jul 2020, 22:45 PM
Well instead of talking about 1v1 winrates as a whole in a "shock grenade thread", answer me this question. Why do shocks cost 360mp and obers cost 340 mp and have to buy their LMGs to stand any remote chance against shocks against someone who isn't sitting AFK at range 35. Why does the shock grenade get to cost less than the other grenades, yet gets to have a max range blast of 40 damage which is 50% of any infantry model aside from snipers, while other grenades have far less. I'm not saying we need massive changes here, just lower the max range damage to something similar to the cooked frag or find a middle ground. And also for another thread probably address shocks in some way. Consistency, balance between factions. Saying soviets need OP unit because axis have OP unit is an awful arguement. You don't keep OP units, you nerf them and try to balance them with every other unit so factions don't crutch on them every game. In: COH2 Balance |
Thread: Toxic27 Jul 2020, 18:48 PM
Alright well it was a decent thread for a bit, and I'm sure we all have different opinions on certain topics. However those topics certainly do not have a place in this thread, and probably not on this site. /locked In: Lobby |
Thread: Shock grenade27 Jul 2020, 18:25 PM
The shock trooper RG-42 grenade is extremely strong as it currently stands. It is cheaper than the USF cooked mk2, bundled grenades, and light gammon bomb by 5 munitions (30 vs 35). It has a fuse timer of 0.75 I believe after ingame testing, the same as the cooked mk2 frag, which is 0.5 seconds shorter than the LGB and bundles at 1.25 sec. It has twice the far distance than the cooked mk2 at 40 as opposed to 20. Simply put, this grenade is roughly equally lethal and has 40% less fuse than that of the bundle and LGB, and the cooked mk2 which should be actually better because of pricepoint, is substantially worse. In: COH2 Balance |
Thread: Tiger nerf27 Jul 2020, 17:47 PM
Was there any clip where the people who whine and moan about the tiger, tested its performance? Would be much more useful than this fuking useless "wahh I had some random match today and it sucked!" where it's literally impossible to tell if the Tiger underperformed because of trash micro, unlucky RNG or wrong decisions (e. g. using a heavy tank on a map with a lot of elevation) if there is no replay provided I don't want to knitpick cause I know when people post videos they cannot incoorporate every test scenario into videos, and I know in posts after this one I'm replying to you've said it could use a slight buff, but as you've said with the tiger not shooting with elevation influence, trash micro and RNG, this would theoredically be a best case scenario. If this is best case, worst case ingame the tiger would be pretty close to useless. So I do think some of those cries are not entirely unwarranted. In: COH2 Balance |
Thread: Toxic24 Jul 2020, 18:15 PM
Fichten beating me to all sorts of mod things recently. No politics. In: Lobby |
Thread: Main gun crit23 Jul 2020, 21:05 PM
Is having your tank go from on the offensive to "oh shit" run, while your opponent can be in full retreat and suddenly see that crit and understand I can now yolo into my opponent with signicantly less threat, a fun mechanic? No. In: COH2 Balance |
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