Profile of Romeo
General Information
Broadcast: https://www.twitch.tv/romeo_v2
Youtube: https://www.youtube.com/user/RomeoAndJulietCOH2
Nationality: United States
Broadcast: https://www.twitch.tv/romeo_v2
Youtube: https://www.youtube.com/user/RomeoAndJulietCOH2
Nationality: United States
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Post History of Romeo
Thread: Tekoa says hi ! :)22 Feb 2016, 15:57 PM
/ In: New Members |
Thread: Warpaint Contest - 2 Tone Disruptive Ambush German29 Jan 2016, 02:02 AM
Romeo seems to be quite present in this thread, he must approve lol\ / In: Lobby |
Thread: Will Relic ever do something about this?9 Nov 2015, 07:39 AM
my mom told me i'm a special beautiful flower so I don't have to take this from you guys In: Replays |
Thread: Principle Centered Feedback9 Nov 2015, 06:05 AM
All noble goals, but of course it's much easier to identify problems than solutions.
I know I'm in the minority, but I really don't see any benefit to side armor. The front/rear mechanic is sufficient to encourage players to flank. Frustrating cases of scatter and RNG can be addressed without adding this mechanic.
I completely disagree. In fact, I think all physics-based calculations should be removed from the game. There is nothing fun about flak weapons missing because of terrain variations or tree clutter. Similarly I wouldn't want tanks to perform better or worse in certain situations because they just happened to be sitting at just such an elevation or angle. Whether a tank shot hits or misses should (in my opinion) be one simple RNG calculation, and how the game displays that should be independent thereof. I'll admit this system is probably not possible in tank vs infantry scenarios though. Either way, incident angle calculations seem like a step in the wrong direction to me.
Yet again I disagree. Obviously "better pathing" is something we all want, but auto-vaulting does not address any of the real issues caused by ghosting. Furthermore, it does interfere with the behavior of existing and intended mechanics such as actually complete barbed wire. Vaulting should remain a conscious decision.
Mutually exclusive upgrades are not sidegrades. A sidegrade would mean you change the unit's role without improving it overall. You might consider panzerschrecks on panzergrenadiers to be a sidegrade. It's important to remember that all upgrades have an opportunity cost. Mutually exclusive upgrades and sidegrades have an even higher one. If I upgrade the .50 cal top mount gun on a sherman, I forfeit the ability to use that 70 munitions on anything else. If I upgrade my panzergrenadiers with panzerschrecks, I lose the munitions AND their anti-infantry capability. Therefore units with these additional costs should be that much more exceptional at their role if they will be viable. There's a place for all of these systems, and none of them is inherently superior to the others.
I don't think this is a bad idea, but it doesn't do anything to increase player agency. Whether or not a vehicle gets abandoned should be entirely in the player's control, NOT a simple 5% chance. The abandonment mechanic therefore needs to be completely redone. Every faction should have some kind of unit, ability, or mechanic that can cause abandonment. For example, a 100 munitions ability on all flame units that only works on tanks at 25% health. If it is sustained for a few seconds, the tank is abandoned. As it is now, diving into a base to kill a sniper with a light vehicle has a 5% chance to go from a perfectly good trade to a game losing disaster. This change will do nothing to address that.
That solution is not easy or simple. How much more do additional tanks cost? Why do they cost that much? Capping at one seems to be the elegant solution to me. In fact, I disagree with the stated problem. Who is to say that a cap of one takes away depth? I would argue that it can add depth. Since only one such unit can be fielded, it must be used very carefully. To balance this out, it can be made especially powerful in its role. All that said, there's already a system in place to make subsequent heavy tanks less and less attractive: pop cap. If heavy tanks are pop cap inefficient, it is sub optimal to spam them. In: Lobby |
Thread: Will Relic ever do something about this?8 Nov 2015, 09:36 AM
It saddens me that anyone can get away with unlimited verbal abuse in this game. Should I even bother sending the replay to Relic anymore? My feelings are quite delicate and if something isn't done I will get very choked up. In: Replays |
Thread: Change the Sturmpioneer Heal 8 Nov 2015, 03:57 AM
I think this ability needs to improve or change but I don't think this is the right solution In: COH2 Gameplay |
Thread: Centaur3 Nov 2015, 09:19 AM
Compare the Centaur with the Ostwind before nerf. Centaur>Ostwind by a large margin. The ostwind has much better mobility though, which is pretty important. In: COH2 Balance |
Thread: Centaur3 Nov 2015, 05:52 AM
The centaur seems really bad to me now. I have had no success with this unit at all since the nerf. I think the nerf was justified, especially against units in buildings. However, with its reduced DPS and extremely slow speed it seems completely pointless to get this unit when for just 20 mp more and 10 fuel more you could get the extremely capable and versatile cromwell. What do you guys think? In: COH2 Balance |
Thread: Easy game2 Nov 2015, 08:54 AM
You can never have too many free wins In: Replays |
Thread: Epic game with Zoobee :)1 Nov 2015, 08:11 AM
This one features some really intense back and forth and comes right down to the wire. Well played everyone! In: Replays |
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Latest replays uploaded by Romeo
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