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How much wood could a woodchuck chuck, if a woodchuck could chuck wood?
https://coh2stats.com/players/76561198031032150
https://coh2stats.com/players/76561198031032150
Post History of Protos Angelus
Thread: [Winter Balance Update] UKF Feedback23 Dec 2020, 10:33 AM
General V is at it again. Sappers are fine, even with all the upgrades. If you put a vicker K and double bren, it's a fuc*ton of munitions on an easily killed unit. End of story. They are not useless but are light years from OP. In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion23 Dec 2020, 09:53 AM
I adhere with the concept of letting the e-sport scene grow organically and not forcing it out. To add up then. An asymmetrical game like COH will never reach e-sport status by watering everything down and cookie cutting the balance. Ignorance or not, I'm absolutely appalled, and cringe at the thought of e-sport mentioning, to have one of my favorite games being played for money by no-lifers would be a sad day indeed. Not to mention the cheats that would sooner or later be introduced, unless everything was client-side in COH3. Great that the game is being kept alive, but to water down things for the sake of e-sports ready badge would be sad. In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion22 Dec 2020, 23:14 PM
An asymmetrical game will never reach E-sport status, nor does it have to. E-sport is for losers. If you want a good playerbase you need to optimize the game and provide enough content with continuous updates. I mean, we've reached a point where devs need to specifically mention that the upcoming updates are free (Civ 6 as an example). This patch as a whole is meh. It's a good direction with a few misses IMHO but generally updating the game that is this old and runs poorly is awesome. Which rough edges would that be? In: COH2 Balance |
Thread: [Winter Balance Update] USF Feedback22 Dec 2020, 21:01 PM
V4 changes Pak howi does not need a survivability buff. The 1 extra man is a quasi-buff. It should remain vulnerable to stukas and werfers. If anything, it needs an accuracy nerf and reverting the AOE nerf. Officer change is a great QoL change. M7 is quasi buff at best. 81mm mortar is a neutral buff. The AA HT is a good change, it's pretty chaotic at AI, either suppresses instantly and wipes models on the move or static won't do anything. Great change all in all for the sniper countering. Played a one quick game with USF and.... don't know really. Only change that is felt so far in all Versions are in the pak howi and scott. That's for 3v3 at least. Double mortars was much more successful than the double pak howi. Double mortars after the AT gun or weapon rack did much more while being cheaper and more maneuverable (retreat). Since the pak no longer has the AOE to scare away the blobs or static infantry, I can get the same effect for less with mortars. Considering the games from V1 to V3: Every game I went scott I got owned. No matter how well I micromanage it, beyond the occasional barrage on some static emplacement, it was pretty useless. Even vs the 4x volks blob 2x scotts needed around 15 seconds or so to take down I think 4 models out of 20. I always attacked the first unit in the blob so that the shell lands in the middle of the blob. Pretty useless. The vetted scott (only managed to vet one scott) barrage is really really accurate. A good and a bad thing. Great vs an AT gun but bad in general damage in model rich areas. Still don't see a reason to go for the lieutenant in 3v3 and go for an M20. AA HT + AT gun is much more useful there. Stuart is more useful in 1v1 though due to the higher hp and less punishment if caught out of position. That's all 3v3. How the changes affect 1v1, I won't comment but I can definitely say that I did more dmg and wrecked more with double mortars as opposed to double paks I go in live game: My build live that netted me most wins: 3 rifles -> ambo -> captain -> upgrade -> AA HT -> AT gun or weapon racks depending if I have rangers or not (3 zook delaying BARs and using AA HT to do the "heavy" lifting against LMGs and STGs + constant smoke to counter raketen and paks). New 100% win build 3v3: 3 rifles -> ambo -> mortar -> captain -> AT gun/zooks -> mortar/AAHT -> etc... Of course, depending on the game I either needed to delay the captain+ phase or rebuild.... All in all, mortars did much much more than the paks and scotts, had more damage in all of the 30-40 min games and bled less. EDIT: Since I play random teams only, how it fares when it reaches live is to be seen since right now custom games are viable so... In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion22 Dec 2020, 00:57 AM
For those who are interested, cheers gents Crits should definitely stay in the game. Competitive or not. It's not like COH2 has a major player base. Well, taking into account the age of the game, it's doing fairly well, but still... crits introduce that element of surprise. Same with plane crash. Did I have, in teamgames, wiped 2-4 squads that happened to clump up in base during a big retreat because of some flank? And then my own AA took down a plane that landed on them? Yes. Was I pissed? Yes. Does it make the game more fun and unpredictable, easily shifting the tide? Yes, ten times yes. Crits should definitely stay because in the end one could always argue that the whole COH2 is one big statistical problem. Everything is either chance to hit or penetrate. I'll give an example with the plane crash analogy. Ettelbruck station 3v3: Couple of LEFHs shelling my base (I only play random so no offmap on our side). They all shelled in front of my USF base. I pulled all of my troops behind so that they avoid the shells (ambo + retreated units). One shell, only one, had some huge scatter and landed right on top, plenty of units away from where the other shells landed. Only one landed there that took out 3 squads + ambo. That's also in a way a critical hit. Don't know why "pros" complain about those, they def.make the game more fun, because in the end, the "luck" factor will be evened out. You might get a main gun crit and get effed but at some point your UKF AT gun will at some point penetrate twice in a row a KT (or not penetrate 6 times in a row on the last tightrope cast). It evens out in the end and only extremely rare cases will be "luck on only one side". And whilst pak howi nerf might be good for the 1v1 side, USF will get butchered in teamgames as the paks will no longer instill fear into static units. Pak needs an accuracy nerf, not a lethality one. Otherwise why not go double mortar (cheaper) and use that. Pak already needs a lot of XP to vet up. That combined with the scott nerf is strange. In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion20 Dec 2020, 20:28 PM
Well, yes. Hence they will no longer be self sufficient which is in my opinion good. Snipers are cancerous but I don't mind them. They add some flavor to games, and if they are no longer solo counters to MGs, I'm all for it. EDIT: They will mostly be used, as all snipers are used, to bleed the opponent, not dislodge MGs on their own. I'm all for that. In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion20 Dec 2020, 19:19 PM
Except they are. If they have a LOS that is equal to the weapon range, they are self sufficient. Being easily killable does not make them non-self-sufficient. It just makes them vulnerable. Being able to clear HMGs on their own is by their definition, self sufficient. It's not my opinion, it's not semantics, it's just a definition. Your words: Snipers -> primairy functions of clearing HMGs Can they do it on their own right now? Yes == self sufficient Primary function is a singular, it's nonsensical for multiple primary functions to exist but let's assume that one can have leeway and define another role for sniper to bleed enemy units and check if it's self sufficient at that too ATM. Rifles range on all infantry units: 0-35 Sniper range: 0-50 --> Sniper is still self sufficient. Don't mix vulnerability with self sufficiency. Regarding OFFENSIVE roles, self sufficiency has nothing to do with needing support. Sniper is non self sufficient (ergo, needs support) when it comes to it's defensive capabilities. However, one could argue that no unit is self sufficient in that regard. KT needs support, elefant even more so. Obers, volks, rifles, paks, ZiS guns.... etc. No unit is self sufficient in both offensive and defensive statistics. If you can think of a counter argument to refute it, I'd be more than willing to hear it. EDIT: One thing a sniper is not self sufficient in the offensive is: Can it kill tanks? No. Needs support, not self sufficient. Get the jest? In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion20 Dec 2020, 11:32 AM
No unit should be self sufficient at vet0, snipers included. It's a good change. In: COH2 Balance |
Thread: [Winter Balance Update] OKW Feedback19 Dec 2020, 23:59 PM
Are we talking about the hetzer? Damage not impressive? That thing goes through infantry like warm knife through butter. It's best used as a flanking weapon. If the AT gun does not get the first shot in, most likely you will be able to burn the whole area. 180 armour + 640 HP ensures that it can survive one snare and target size of 15 (smallest of all tanks I think) can be utilized to great effect. People mostly just charge in head on with it and get wrecked. Right now it probably comes a bit too soon. It's not OP nor anything, just the timing might be a bit wonky. Don't know TBH. In: COH2 Balance |
Thread: NEW: Inputlag in coh2 19 Dec 2020, 15:23 PM
Absolutely miserable morning of coh2 so far. I'm seeing a full second delay or longer for all my commands. I have to pre-empt grenade dodges or I can't dodge them. I can't kite with anything. artillery is way off the mark. I'm in the US too. I've got 50ms ping to google and 20ms to msn. Doesn't seem to be my connection to ISP. Full second delay? You lucky bas****. On a good day with no East Asia/Australia/SA players, I get 1.5s... on a bad day 2-4 seconds. I highly doubt anything will change and this thread is just a quasi-hope builder. I mean, 64bit is giving them a lot of problems to implement, doubt they would go around fixing their network code and trying to implement the fixes. Maybe in 2023. https://www.cloudping.info/ -> If the relic servers are in Vancouver (HQ), then look at central Canada (if you live on the eastern seaboard, add 10ms to the result to get to Vancouver). That would be the ping if the servers and network part of the engine weren't last century quality. In: COH2 Gameplay |
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