Profile of KyleAkira
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Post History of KyleAkira
Thread: WBP 1.729 Jan 2017, 10:37 AM
I still miss a change on Cromwell. It comes too early and it outplays P4. I think they should consider at least an acceleration/deceleration nerf. Make it slight faster than T34/85 but with the same acc/deceleration stats and I think it would be fine In: Lobby |
Thread: Noobs wanted!!!17 Jan 2017, 12:24 PM
Focus in 1 faction (Russian is fine). Download Replays and watch how the russian play. Build order, how do he moves and position,commander selection, etc. After you do that, you try to COPY the same strategy and build order when playing automatch. You will feel improvement. Don't matter if you loose, just keep fighting and try to preserve units and VP In: New Members |
Thread: Brutal Clash in Kyleux3 Jan 2017, 23:44 PM
Good Match. gg In: Replays |
Thread: (6 - 8) Steel Pact23 Dec 2016, 17:16 PM
I loved this map in COH1 ! I Hope they implement it in COH2. In: Map Sharing |
Thread: PTRS penals informative poll13 Dec 2016, 12:34 PM
I really like your Ideas. To compensate T0, reduce Molotov animation to throw it faster, increase cost to 30 ammo (OKW Style). Make AT satchel unlock on T0 AT Nade research. In: COH2 Balance |
Thread: The Great Community Balance Brawl7 Dec 2016, 09:23 AM
Decrease number of rockets fired per salvo on Calliope. Add 1 more salvo to calliope to compensate. That will prevent frustrating wipes on the first barrange. In: Lobby |
Thread: Relic Winter Balance Preview v1.1 Update4 Dec 2016, 12:59 PM
Hello Modders; I would like to post an idea about balance that I think it's not being addressed on this winter balance patches. Lets talk about the Calliope: While it may not be a key unit in 1v1, it is in 2v2 or higher. And I consider it one of the most frustrating weapon regarding wiping squads. I know it is on a commander, but it is a good commander. The main problem here is that there is no chance on avoiding wipes. The first barrage is powerful enough to wipe squads with high chance even if you hit retreat. What I think it could fix that, is to increase the number of barrages by 1, and reduce the nº of rockets fired per barrage so that, the power vs static units/buildings will remain the same, but it will give a chance to hit retreat and don't get wiped by a high probability RNG. In 1v1, building a first calliope is a high fuel invest for a faction with weak AT guns and a commander without mines, so it is risky to call in a calliope when it can be flanked by a medium tank. But in 2v2 or higher games, the sinergies with other factions makes the calliope unflankable, and even if you reach to him, his high survability (which is fine) will make your flanking tank be in risk of not surviving and not killing the calliope when there is a high chance to loose your tank, dooming the game. (2v2 players will understand). So in summary, what I propose is to keep the calliope the best arty unit in game but low the RNG to wipe squads on the first burst. In: Lobby |
Thread: Kyle wants feedback on the PIV1 Dec 2016, 21:17 PM
Keep it 125 fuel but increase penetration to be able to deal with T34. In: COH2 Balance |
Thread: NMC Final GPII vs L2P g26 Oct 2016, 18:06 PM
The only mistake I see is USF going for 2 zooks instead of start BAR Spam. It gave time to axis team to enter mid-late with some tank support. In: Replays |
Thread: Man there's some terrible 4v4 maps out there...29 Sep 2016, 13:15 PM
As a rule of thumb, if the map in question existed in the map-pool of CoH1 (e.g., Montargis, Red Balls, Hill 331), just veto it. This is because these maps: Steel pact from Coh1 was my favourite map. Short enough, wider, it was funny to play on it. In: COH2 Gameplay |
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