
Profile of MilkaCow
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Steam: 76561198005831154
Birthday: 1989-05-11
Residence:
Germany
Nationality:
Germany
Timezone: Europe/Berlin
Steam: 76561198005831154
Birthday: 1989-05-11
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Timezone: Europe/Berlin
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Post History of MilkaCow
Thread: IpKaiFung10 Apr 2014, 11:45 AM
Yoyo. In: Fan Clubs |
Thread: Sensitive Tanks!9 Apr 2014, 01:48 AM
Yes, tanks in this game are sensitive. Please be nice to them and treat them kindly. In: COH2 Balance |
Thread: Concepts of soviets is wrong that why they so boring8 Apr 2014, 10:58 AM
and german numbers... they always got more units then soviets wtf?? You need to click on buttons to call in more units. Your initial one Combat Engineer squad will not be sufficient to face the wrath of the Wehrmacht! In: COH2 Gameplay |
Thread: Please relic do something with this annoying button8 Apr 2014, 10:37 AM
+1 for remove In: COH2 Gameplay |
Thread: Balance forum with rank prequisite8 Apr 2014, 10:27 AM
[...] and sifting through the posts from all the IIBovineSSDivision types is getting thoroughly tiresome. For this grave insolence I officially declare thy an enemy of RtN and cows. You cannot run, you cannot hide. Wherever you go, there will be cows watching you. Whatever game you play, a RtN member will streamsnipe you until you apologize for your behavior. Now more seriously. This game is not only played by top 10/20/50/200 1v1 players, but also has a major amount of people playing 3v3, 4v4 or compstomps. The balance that top 1v1 players seek is probably not the one casual 4v4 players seek. That this often conflicts can be seen in the forums or if you simply ask people. An IS-2 is an issue in a 1v1 and most players would say it overperforms (due to instant squadwipes, heavy armor), similar for the KV-8. If you ask a 4v4 player about the IS-2 most will say it comes out far too late and is too weak (once again, similar for the KV-8). So unless you have different values for different gametypes you will rarely achieve a balance that's good in 1v1 as well as 4v4. In a similar way there is the difference between casual and competitive. Most casual players play CoH2 because it's visually appealing. Their micro and attentiveness is not as high as for a competitive player which often causes a differing opinion on units. Prime example for this is the T34. Used frontally against a PIV it will work only mediocre, yet if you manage to get a good flank and can attack it's rear it can compete against a ~1/3 more expensive unit. I think the majority of the people posting in these balance threads tend to only think about themselves. That's no problem as long as all types of players are represented and can argue for their way. Yet confining it to only the "top 200" or such would break this. As much as the "top x" 1v1 players think of themselves as the glorious best part of CoH2, a lot of them lack a deeper understanding of the mechanics and even more important the understanding that they are just one part of the community. In: Site Feedback |
Thread: New Patch Balance4 Apr 2014, 19:36 PM
[Slightly OT, more focused on your style than content] Interesting point of view, but you are not speaking for all people. This "People want" turns your post from an observation and opinion to exaggeration and propaganda. You want it, I guess quite some people want it, but certainly not everybody. [End OT] Actually as much as I tend to curse RNG when it treats me unkindly, I still like the RNG a lot. I think especially for abilities the randomness should be reduced (Heavy engine dmg due to AT-nade), but for accuracy/scatter/penetration it's fine. I like the fact that the outcome is not always certain, but that there is some randomness. Let me elaborate why: Games like *craft, Age of Empires and CnC are using a rather simple model and the outcome of a battle can easily be predicted. For such games muscle memory and knowing which unit counters which (as in, which Build Order) is most important. Games tend to play out pretty similar due to the rock-paper-scissors system behind units. Strategies tend to be made prior to games and then just followed. Company of Heroes on the other hand is less predictable. You can on average say how good a unit performs against another, but you cannot say for certain. For some weapons (small arms) the simple amount of shots fired causes the RNG to be only visible on the scale of a small engagement, but over the whole of the game it disappears. If a unit overperforms one fight chances are it will underperform in another. For tank shots the RNG plays a far bigger part, since they will most likely only fire a couple hundred shots per game. Overall, you cannot predict how a fight will end - You can say in 99 out of 100 cases this side will win, but you cannot say for sure. Overall, this makes the game a lot less linear and increases complexity as well as requirements to player skill. While in games like SC2 mostly muscle memory is important, here you need to adapt to the situation need to watch fights more closely, since you cannot predict the outcome. I like that, since it keeps the game interesting (the same fight doesn't always end the same way) and thrilling to watch. As I said prior, there are some parts about the randomness I dislike - The ones with a low chance, high impact like for example flame crits or heavy engine dmg from atnade/faust. I guess different people just want different things from the game. Maybe find some compromise by reducing RNG (as was already done with grenades), but I would not completely remove it, since it's an integral part of CoH in my opinion. In: COH2 Balance |
Thread: French army at COH 2 ? 3 Apr 2014, 12:08 PM
The problem with adding the french is that like many other said they actually did not posses any unique WW2 tanks. Their tanks were post WW1 tanks that could compete quite well with the German early war tanks. Yet CoH2 does mostly use late war models, against which these tanks would perform horribly. The only way I could see it working is giving them some of the early tanks in a lower tier and high tier then Shermans and other American equipment. Basically a mix of their original unique early war equipment and the late war equipment they received after the liberation of France. Overall I do not think this would create a unique enough playing experience to really justify this work. I think something that could work quite well for the new US faction is giving them a French commander that for example has something like the partisans (Resistance) and a call in B2 or such which performs similar to a KV-1, heavily armored, but mostly an anti-infantry tank since it lacks the penetration to battle others. In: COH2 Gameplay |
Thread: Is this M3 balanced (see video)? 1 Apr 2014, 12:23 PM
The M3 armor was nerfed while one of it's main targets (the pioneers) damage was increased. That is what's making the M3 underperform. The video examples illustrate this clearly. That is exactly the problem there. The whole system was changed, but you seem to have not adapted. Pios might've been a primary target for a M3 in the old one, but I wouldn't say they are anymore. Also Pioneers are a combat unit now, not 'just' a builder. You can still fight Pioneers, but only on range. Pio DPS with 100% accuracy: 08 15.435 15: 7.900 30: 2.726 As you can see there is a huge difference in DPS even at range. Full auto units shoot smaller bursts and slower at range, not only with less accuracy. If they are moving the bursts tend to get even smaller. Great targets for M3 currently are Grens at all ranges. Close range will get you fausted usually, but depending on the situation that is often not bad. Pios on long range work good as well. PGrens are okay - they will deal a lot of dmg, but also bleed quickly. Snipers are easier to kill than ever. Besides Pios in close range, LMG42 Grens are a dangerous prey due to their higher penetration. I think the biggest problem with the M3 currently is that people drive close. Keep it more on range and only swoop in to finish off, to make him faust you or to push him out of cover if you must. I think it might need some minor buffs and I would like it rear armor to be the same as the frontal one (since it's non turreted and the autorotation is sometimes annoying as hell), but besides that I do not see much problems with the M3 itself, but more with the 222 which is too strong atm in my opinion. In: COH2 Balance |
Thread: Relic's "Western Front Armies" join Company of Heroes 21 Apr 2014, 11:09 AM
I am really happy about an expansion, but I am just as disappointed about it's content. Like so many others said - CoH2 was marketed as "Eastern Front", when asked Noun repeatedly said the game will be focussed only on the eastern front and now western front? I feel that in this case Relic wants money for something that modders could've just as easily achieved, probably even in less time, if they hadn't disabled modding. I mean, that was one of the things people were talking about so much in the beginning of CoH2, a "Western Front" mod to port the vCoH armies to CoH2. They could've had so many other factions like others listed - Finland, Ukraine, ... or one set on a theatre that wasn't visited prior - Pacific with either Japan vs Russia or Japan vs US or even both. That would be so much more interesting than just regurgitating vCoH ![]() In: News |
Thread: THE PROBLEM WITH THE COVER SYSTEM27 Mar 2014, 12:00 PM
You can get 99% to 100% of 4 Grens in cover, that would be 3,96 to 4 entities. For Cons you can only get 25% to 45% of 6, so 1.5 to 2.7 entities. I assumed you should at least be able to get 4 Cons into cover if you can get 4 Grens into cover. I assume that disparity arises from the fact that Soviets carry so many Molotov and vodka bottles with them, they need more space. In: COH2 Balance |
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