Profile of elchino7
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My controls weren't working
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
Post History of elchino7
Thread: Sega exec join Tencent & China Expansion16 Jan 2020, 16:25 PM
Leave politics out of the forum. In: Lobby |
Thread: Is the Brummbar perfectly fine?16 Jan 2020, 16:12 PM
I think it shows that more people voted for some kind of buff (35) than answering the first question saying it was overnerfed (20) In: COH2 Balance |
Thread: Ninja escape for stromtroopers15 Jan 2020, 16:53 PM
I think you missed the point. The commandos get "cool ninja vet" because compared to ALL other infantry units, they get lower straight vet numbers. If you want to buff Stormtroopers by giving them this ability which is specifically unique to Commandos, i don't think it's out of the mind to give them EXACTLY the same vet bonuses. (IB4 someone appears. They are fine, but numerically they are on the lower end) In: COH2 Gameplay |
Thread: Nerf IR Halftrack14 Jan 2020, 21:42 PM
This is one of the few RTS that undervalues minimap information cause less than half of the playerbase use it. Some don't use the tactical map at all. This is why you could defeat maphackers (more frequent during the release of the game) cause even if they knew where your units were, they wouldn't make use of that information. The only way to fix the unit, is to replace the infrared vision with an extended NORMAL range vision which is affected by truesight and just gives permanent +70 range minimap information as the Kubel/Tracking/I-V detection abilities. In: COH2 Balance |
Thread: Are Ass Grens too good??14 Jan 2020, 18:04 PM
Flamers do more damage against green cover (heavy/garrison) but if you are at 10 range there is no point to stay in cover as point blank mechanic kicks in. PD: on a 1v1 scenario. In: COH2 Gameplay |
Thread: 82mm vs 120mm Mortar against Flak HQ14 Jan 2020, 17:47 PM
120mm does have noticeably better range though doesn't it? Gives a little more options for killing whatever static target you're firing on, but at the cost of being slower to do so I guess. Like, if I don't have a stuka as OKW I don't know how to counter 120mms besides pushing them off the field with an actual push. They are slow RNG cannons. They have much worst scatter and rof but they gain 20 more range and higher AoE. What is still weird is that the barrage profile is different from the normal auto fire. It's less lethal per shell (1.1 vs 1.5 AoE near and 3.5 vs 3.0 AoE mid) when you are actually microing it (yeah i know barrage fires faster as all units do). How do you counter a Pack Howie or ISG using barrages? It's the same concept. The unit looks scarier than what it does for been 1.5 mortars for cost. The FX are the same as when on release and doesn't reflect the damage it does atm. In: COH2 Gameplay |
Thread: Ninja escape for stromtroopers14 Jan 2020, 17:29 PM
I'm talking about the difference between vet bonuses. And accuracy translate as direct damage increase unless the accuracy value goes over 100% after taking into account the RA of the enemy unit. Therefore if you have -10% accuracy through vet, your DPS increment is reduced by that same value. In: COH2 Gameplay |
Thread: Ninja escape for stromtroopers14 Jan 2020, 06:38 AM
Arrgghh i knew it was wrong but it still a pain in the ass to find. It's not on the changelog but in one of those december/commander revamp threads. It should look like this i think. Passive healing out of combat. +30% accuracy. +25% range on grenade +35% speed during ambush for 3.25 seconds. Squad drops smoke grenades on retreat. -10% received accuracy. The 5th man is part of the unit. IF you want squad with similar role to get similar vet bonuses you get the whole package not nitpick what you want. Vet 1 are equal. At vet 2 you lose 10% DPS in favour of ambush speed and range grenade. At vet 3 you lose -19% RA accuracy, -25% Cooldown for the smoke on retreat. In: COH2 Gameplay |
Thread: State of Heavies14 Jan 2020, 02:12 AM
The problem in comparing Vehicles with infantry is that they work in completely different categories. There is no bleed with vehicles. They also operate in more binary ways than infantry which have a more fair/predictable results in RNG outcome. Imagine if all infantry units were like 1 model snipers and they either die or they dodge bullets. Before derailing too much, both infantry and support weapons are less of an investment, even if we count the top tier dogs and their munition upgrades. Compare 1-2 minutes of mp/muni income vs the mp/fuel required to get a heavy (around 10 mins for fuel). Reminder that we have units like MGs which are supposed to scale perfectly with vet and how horrible it feels to use them post 25 mins into the game as vet0.
1- Partially true. I mean in the sense that, outside Spec Ops, you didn't just stall into heavies most of the time as other factions outside of OKW tend to use more mediums into the mix which means some degree of teching. 2- It will be needed because the way they tweaked their AI performance mostly comes from how it affects wipes against full HP squads but been more reliable means more wipe against normal game conditions. This means slightly damaged squads. But i'll rather see the effect of less rushed heavies and then tweak down from that position. 3- Vet penetration is ONE issue that could been solved easily and they are 2 units only. Which are also fine performance wise at vet0. Changing all TDs, medium vehicles and heavies ecosystem is a far major project which i can agree on concept but not in execution. 4- Because it's easier to push a change if it's implemented fairly across the board. We don't see Tiger bullying IS2 due to 5 range disparity. I don't see the range reduction of heavies been applied if the Tiger somehow keeps it at vet 2 and not the IS2. It will also mean more heavies into the meta if every time an IS2 commander is picked, the default answer is picking a Tiger commander. In: COH2 Balance |
Thread: State of Heavies13 Jan 2020, 22:54 PM
Heavies have always been viable on 1v1, even before the implementation which made them more reliable. The change to AI + CP made them good enough for 2v2 to 4v4. I'll rather see them push back a bit so they don't dominate 1v1 as much as now and then see if further changes are needed. After that 2 allied TDs (Su85 - Jackson) can see their vet penetration bonuses lowered so they don't make the armor irrelevant. Finally IS2 and Tiger should lose the vet range at vet 2 so the IS2 doesn't make all OH non doctrinal vehicles irrelevant. In: COH2 Balance |
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