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: Germany
Nationality: Germany
Timezone: Europe/Berlin
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Post History of MilkaCow
Thread: Should the T-34/85 be available without a doctrine?17 Apr 2014, 12:08 PM
No, should stay doctrinal for now. As Relic now stated several times, next patch will focus on vehicles. Wait for that patch +1/+2 months to test and solve balance issues with the new system and then redo the poll. Just prior to such a patch it just seems like the poll is rather useless In: COH2 Balance |
Thread: Melee Combat17 Apr 2014, 10:29 AM
yeah that's what coh need When I saw that part the first thing I had to think off was 300. The slow motion fighting looks pretty similar and it's probably just as 'historically accurate'. In: COH2 Gameplay |
Thread: Nerf german mass panther rush17 Apr 2014, 09:49 AM
Porygon, this is a rather ignorant opinion, so let me present some reasons. Why "not caring" for team games is bad. Relic said 4v4 is the game mode with most players. This shares a lot of similarities with vs AI skirmishes. So if Relic would actually want to care for the majority of the community, they would have to focus balance on this. It doesn't change the fact that 1 v 1 players are a minority. An over-indulged, increasingly spoilt and disproportionately influential minority. What BeltFedWombat said is quite true. The 1v1 players are a minority, but they see themselves as the most important part of the game, the only players with true skill and the only ones for which the game should be balanced. The CoH community is one of the worst communities ever and I personally think a major part is due to the thought of elitism of 1v1 players. Without the casual/teamgame part of the community CoH2 would not exist. Yet you treat them as if they are not even worthy of being recognized. Balance wise a trickle down system COULD work, but only if Relic creates some kind of scaling factors for bigger game modes. As long as those do not exist, balancing solely for 1v1 is a balance for the minority of the community. There are a lot of units and vehicles that are really strong in 1v1, but weak in bigger game modes - take the IS-2 for example. In a 4v4 it's rather weak, whereas in a 1v1 it's death incarnate. Solely focusing on only one spectrum of the size for the balance would make it even worse in the other. Now back to the top part:
AoE2 was pretty balanced in all game modes. Then another incredibly well done RTS game was actually made for 5v5. Yes 5v5, that's even MORE than the 3v3 you state. And it's not uberspammy. And it's an RTS. And it was successful and played competitive. http://en.wikipedia.org/wiki/World_in_Conflict#Reception In: COH2 Balance |
Thread: Balance Poll for Early Game 1v1 (3.0.0.13106)16 Apr 2014, 10:59 AM
JaminCOCK, you know I respect and luv you like a little and slightly retarded brother so I took your thread completely serious. Yet even after replaying the whole campaign and checking all commanders I could not find any Soviet unit called Gaurds. Could you elaborate? Btw wtf: Was I like the only one who voted for PGrens as most imba? I personally think Grens are overperforming, but only a bit. If you can get close you can still win fights and such. Yet PGrens are freaking terminators - or feel like that Besides that not really much surprising. Not sure about M3 balance - on some maps that thing is ridiculously OP, on others is utter BS Anyways, nais thread. Cow sign of approval. In: COH2 Balance |
Thread: Rifle Grenades16 Apr 2014, 10:50 AM
I'm still trying to work out where the Maxim is better than the MG42, can someone tell me what that is? Maxim: + 50% bigger squad size + Higher suppression at ranges above ~20 + Low teardown / setup times + More reliable DPS/SPS (lower reload cycle, reloads less often than 42) + Great performance in buildings (gains higher arc) MG42: + Higher damage (50% close range, 120% mid, 240% long range) + Higher arc of fire + Incremental accuracy + Bigger suppression AoE and percentage So generalised in one sentence: Maxim is good at long range suppression and against single troops where the MG42 deals more damage and works best against groups of enemies. Both heavy MGs, but their actual stats and profiles (and therefor uses) are very different. Comparing them is kinda hard :/ Out of personal preference I love MG42 on maps like Langres (Sniper + 42) generally I prefer the Maxim :\ RGs are a bit too strong vs them atm, but that's more a problem of riflenades IMO In: COH2 Balance |
Thread: Main game mode to balance COH2?16 Apr 2014, 00:16 AM
2v2 or middle between 1v1 and 2v2. I personally think that 2v2 is the *best* gamemode in terms of skill. 1v1 may require the highest pure player skill, but 2v2 needs a high level of communication and coordination while still not being too spammy. Alternatively: 1v1 and add scaling factors (res income, buildtimes) for 2v2, 3v3 and 4v4. In: COH2 Balance |
Thread: (2) Narva 10 Apr 2014, 15:29 PM
Sectors and actual terrain does not correlate at all, making the sectors feel unnatural. You could easily create a correlation without changing the points positions, making sectors feel more natural. Just to give a better understanding an idea of how to change (parts) of the map without changing cap-points or the structure. Besides that I can't say too much about the map since I never tested it In: Map Contest 2014 |
Thread: Great mystery of COH2!10 Apr 2014, 14:59 PM
It looks a lot like James Hale. In: Lobby |
Thread: Concepts of soviets is wrong that why they so boring10 Apr 2014, 13:30 PM
wongtp - wooof has a great understanding of the mechanics of this game and knows very well how this game works. The problem is that the majority of the community doesn't and it's often hard to discern what they actually mean. If they use the term "destroyed engine" a lot of people mean engine damage. Overall I think both of you tended to misunderstand the other or ignore parts of what he said. First of all, wooof never said that one should use T34/76 to fight a Panther, but rather tried to explain the values and mechanics behind ramming a Panther. I think the style wasn't great though I can understand him, we worked hard to get an understanding of the game and mechanics. We do not know everything, but a good bit. A lot of people do not know this, but post random numbers or say things work this or that way, even though they are not sure about this. That can easily annoy you a lot. Ignorance, subjectivity and favoritism (real and imagined) are huge problems of the CoH2 community. Second - I think you still have not completely understood how ram works. At least your previous post showed a lack, so for a better understanding - Upon ramming the following will happen: If penetration >= armor (which is true for the rear armor of all tanks except IS-2 and Tiger) the target vehicle will get 160 damage and a critical (see below). If penetration < armor, then with a penetration/armor chance it will be a successful ram (see case above), else it will fail, damage and cause a crew shock. If the ram is successful a dice is rolled for the outcome. The main gun is always destroyed. With a 70% chance it causes engine damage (.4 movespeed/acceleration), 15% for engine destroyed (.1 movespeed/acceleration) and 15% for immobilized (0 movespeed/acceleration). A Panther might be able to limp away with a damaged engine, but usually the second T34 can block it off. Still in 30% of all cases with a rear ram and and 17.78% of all cases for a frontal ram it is not able to flee (destroyed engine or immobilized). 17.78% is a lot more than your estimated 5% Third - Panthers are heavily armored AT vehicles. Trying to fight them with T34 can work, but it's not cost effective. Panthers have a heavy frontal armor, good mobility and a great gun against tanks, yet they are lacking against infantry. A T34, a Con squad and an ATG are worth 280 MP + 85 fuel + 240 MP + 320 MP, totalling a value of 840+85*5 = 1265. A Panther is 520 MP + 145 fuel or a value of 1245. So roughly a Con squad, a T34 and an ATG have the same value as a Panther. Using those 3 in combination (AT nade / ram for disable, ATG for damage) are sufficient to fight a Panther. Soviet Tier 3 is not great in the anti-tank role, but is great to support T2 play (Quad HFT to protect ATG from infantry, T70 for scouting, T34 to chase down or last ditch defense with ram). Using those units alone is not really what they are meant for and will always be subpar to a combined force. In: COH2 Gameplay |
Thread: New Soviet Commander on the way!!!10 Apr 2014, 12:33 PM
On topic: Aw ma gawd, Relic ruin game!!! All this speculation is based on what people posted here and the current state of the game. No retreat, No surrender Commander in M3 with masses of Penals charging. OH YEA BABY! MG42 (unless it's lots of them) will not be able to stop it since the gunners get killed too fast. Zerg it up! This doctrine is a double edged sword - The additional manpower income can be really useful, but to actually shine with this doc you need good micro. Losing squads can happen far more often due to the missing retreat and even though it sounds like it's more forgiving if that happens - it actually isn't. You need to steamroll your opponent early game or at least hold most of the map - if both have equal territory you are most likely fighting a losing battle by feeding him experience. Encirclement doctrine: With the G43 changes (lower range, weaker compared to the old one) I guess that the Jäger Light Infantry would be quite weak for their cost. 1-2 M3 should bleed them hard. The rest of the doctrine sounds useful in parts, but considering how strong riflenades are currently and how late tanks come, I'm not sure if I would not prefer another doctrine. Now concerning the whole DLC side-discussion: Overall I'd say discuss DLC pricing / the fact that CoH2 has a DLC model in one thread and the DLC content in another. Mixing it all the time again is incredibly annoying. People who just want to discuss the DLC content get annoyed by those preachers against the DLC model. The preachers themselves are stunned at the 'ignorance' of the other forum users, even though they might actually agree with them, but just do not want to discuss this in the topic... In: Lobby |
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