
Profile of MilkaCow
General Information
Steam: 76561198005831154
Birthday: 1989-05-11
Residence:
Germany
Nationality:
Germany
Timezone: Europe/Berlin
Steam: 76561198005831154
Birthday: 1989-05-11
Residence:

Nationality:

Timezone: Europe/Berlin
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Post History of MilkaCow
Thread: Modding18 Aug 2014, 11:40 AM
Actually they mentioned in a twitch stream that they are just Alpha-testing modding tools. The Wednesday stream. In: Lobby |
Thread: ESL + Observer mode confirmed15 Aug 2014, 16:17 PM
![]() Now announce that you'll take me as your official troll and fire Peter and I'm even more happy! In: Lobby |
Thread: CoH2 Stats12 Aug 2014, 12:37 PM
1.) It is in "Small Arms" in the gamefiles, so it's listed in small arms on his page. I guess it has no AoE profile since it's small arms. Usually small arms do not have one, so he probably triggers on weapon class and not on the AoE one. 3.) That's a lot of work. We are currently working on a guide, but since it's really a lot of work and not really much fun to do it's taking a while ![]() Regarding bursts: Rate of Fire is the amount of shots per second Burst time is the length of each burst Cooldown is the time between bursts Frequency +1 is the amount of burts (or shots for non burst weapons) 6. See Sarantinis post on that one. Decrypting them is far harder since the information is spread up a lot (Some is SBPS, some is EBPS, some is weapons, some is abilities, some is upgrades). A guide to make it easier accessible should also come soon, I assume ![]() In: Lobby |
Thread: Grenade balance12 Aug 2014, 12:24 PM
I'll provide information on a couple of grenades, then I'll present my opinion. I really don't want anyone to chip in false information in this thread since it's really demotivational to always post the stats and then have them being ignored. Shock grenade: 30 munition 4 radius Guards grenade: 45 munition 4.5 radius Riflemen: 30 munition 4 radius Paratrooper: 35 munition 4 radius Volks/Fuselier: 30 munition 3.5 radius Fallschirm/Ober: 45 munition 5 radius PGrens: 45 munition 5 radius Besides those a couple of other stats are important (throwing time, fuse time etc, but I'm really not motivated to get all those). Opinion: I think in general the balance between the grenades is fine. Besides the actual cost of the grenade and their strength the usual targets and the throwing squad is important. Fallschirm/Obers/PGrens get the best grenades, but are also 4 men squads which lose a lot of DPS for throwing it, so a dodge by the enemy can be a major loss. Others like Volks have a pretty weak grenade, but since they are 5 men and have a short fuse time in the actual gameplay it still feels rather strong. Riflemen and paras have stats wise a really nice grenade, but their throwing animation is so long it feels rather useless (especially if you teched to it). Guards have a strong grenade, but also rather expensive. Shocks have a really good grenade per cost (pretty much the same as riflemen) what makes it excellent on them is their squad size and shorter animation. Might need some minor readjustment since Shocks recently got a major buff. I personally would like to keep their strength, but increase cost maybe to 35 or such. In: COH2 Balance |
Thread: MAX Popcap or the american uber-tankspam10 Aug 2014, 12:44 PM
Even though many tanks were forged, the evil Axis forged one master tank, one Jagdtiger to rule them all! Muahahahhahahahha Nice pic. If I recall correctly you need only 3 men to recrew the tanks, so killing off one member of the vehicle crew each time could gain more popcap. Just an idea though, not sure if you already did it ^^ In: COH2 Gameplay |
Thread: Whats about allies that need nurfing soo bad?10 Aug 2014, 12:18 PM
High difference in the search in matchmaking still means that both sides are almost equally split, since it does not count players already searching. Besides that I wouldn't give much for most written balance wise on these forums. A lot of people come to them after they lost a game to vent their anger. Besides that I wouldn't even mind it that much. Relic reads the forums, but they do not magically obey to whatever is written there. I myself also take a lot of this with a huge grain of salt, which is getting mined by a nice fellow. In: COH2 Balance |
Thread: something makes coh2 unplayable10 Aug 2014, 11:59 AM
Their servers are on one of the most stable sources, too. I think the "my internet is good, must be them" is a bit too extreme. There are a ton of things that can fail. Your router / modem could be overwhelmed with connections, that was one problem I had. My roomie has a ton of mobile devices and I get a minor lagspike whenever he gets home. It's possible that your router / modem just had a problem itself and went through an automated reset cycle (that happens rather often to be honest, most gear that should run 24/7 has triggers that can reset their chips to prevent damage due to i.e. residual voltage to prevent a full crash). Besides that it's always possible that the fault is at neither end, is your connection is jumping over a ton of routers to reach Relics servers. If the routing changes or part of a route goes dark it could lead to minor delays as well. I know that a lot of these have a minor effect, but it should simply be to show that there are a lot more factors than "me" and "they". I have to say that something in WFA made the game more laggy for me as well and I even disconnected several times until the recent time-out increase. Might be coincidental though, as my ISPs modem in the cellar seems to be slowly dying (signal strength in the cable drops) and they disallow me to tinker with it and also do not want to send a technician until it's completely broken. Me no like :[ In: Lobby |
Thread: LMGs9 Aug 2014, 12:25 PM
LMGs certainly need some changing, but I am not sure which is the best. I guess just test all ![]() There are many possibilities to change them. I'd keep them long range focused or at least similar at all ranges, as the short range focus of the old ones was just too lethal. Other possibilities for changes would be: - Incremental accuracy combined with lower base accuracy - Split damage between all entities in the target squad (so you do not drop models so fast) - Low performance in the open, bonus performance (similar to Osttruppen) when in cover - Increasing performance depending on how long the squad is standing still (Similar to Kubel, but might be hard due to squad reaction / cover seeking) - Slower movement for the squad (Carry LMG + Ammo) allowing it to be evaded easier - Lower DPS, but higher penetration to make it a better soft light vehicle counter ... In: COH2 Balance |
Thread: IS-2 Frontal Armor 9 Aug 2014, 12:05 PM
Not sure what's so unusual about this? IS-2 is a heavy tank. Lots of frontal armor. All the tanks and the PaK were shooting from their Maximum range, where their penetration is worst. Not even sure if it's that unlucky, it's just weird to see. The first shots almost all penetrate (far more penetrations than there should be) but then a lot of the subsequent ones did not. That makes it look weird - first it takes a lot of dmg and then nothing for a long time, but that's a normal behavior for all random models. In: COH2 Balance |
Thread: Rear Armour needs to be nerfed - Across the board8 Aug 2014, 15:29 PM
I'm sorry, but this is hilarious. Flanking is not rewarded? Most of the tanks have half the rear armor compared to their frontal armor, so you have almost always a 100% chance to penetrate. There are a few exceptions in both directions. The heavy assault guns / tank destroyers tend to have far more frontal armor compared to their rear armor, examples would be: Jagdtiger: 525 front, 150 rear (29%) Panther: 290 / 110 (38%) Elefant: 400 / 150 (38%) ... There are like I said also exceptions in the other direction, units that have more than 50% of their frontal armor as rear armor. Those ones are they heavy tanks: King Tiger: 425 / 225 (53%) Tiger: 300 / 180 (60%) IS-2: 375 / 205 (55) Why is that? Because these tanks are extremely slow and easy to flank, but also need to be directly in the center of the action. The support guns listed previously need to stay at range and their armor reinforces that role - flanking is super efficient vs those since it's hard to do and creates an interesting gameplay where a player needs to protect those. Flanking against something like a Tiger on the other hand is far easier to do - it can't stay on range and it is not really mobile (less mobile than IS-2 unless it's blitzing, FYI). So I'm fine with the concept and I honestly don't think that rear armor would change that much. If you fight a heavy tank and you can flank in most cases you drive right behind him to block his escape route. Even with side+rear armor that would make those tanks too susceptible to flanks and too punishing, so the design in the end would stay similar I guess. In: COH2 Balance |
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Latest replays uploaded by MilkaCow
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