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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: About relic forums19 Oct 2019, 16:18 PM
In: COH2 Balance |
Thread: Brits in 1v1 is a joke19 Oct 2019, 16:08 PM
RNG + yellow cover creation. 40 extra mp for a reinforce bunker , that generally cost 125 mp and 60 mp No one uses the reinforce bunker, which is totally overpriced for what it does. (Talking about the OH one). In: COH2 Balance |
Thread: Jagdpanzer IV Refit19 Oct 2019, 02:07 AM
I think the PV can deal with it, but it will not do so cost effectively. You get a PV for mobility, HP and increased penetration compared to the alternative. Churchill doesn't have extreme armor (240, +6 against OKW PIV) but it has a high HP pool (1400HP), which puts its in an awkward position between choosing either tank (PV or JPIV/Stug). On the contrary, you probably want the PV against the Crocodile/Avre which are 290 armor 1080HP. In: COH2 Balance |
Thread: Stug Vet19 Oct 2019, 01:57 AM
That's on perfect conditions on which the Stug can keep the target in sight and shoot non stop at vet2, after receiving the reload buff (only if the swap change i propose makes it). The funny thing is that i had the M10/57mm AT gun in mind when changing the ability. The duration now is 10s, 1 shot, 100% pen buff, 5s disable. Which requires a reload cycle of 5s, for an effective 5s timeframe till vet3. The M10/Jackson both last 25s. Jacksons give smaller pen/acc and +40dmg and the M10 gains 40% pen / 30% acc. The 57mm AT gun is 50% pen at 30s duration. At 15s, it would only be able to shoot 2x times till it get RoF buffs. It COULD shoot 4x times with a really short time frame or more realistically 3 times. In: COH2 Balance |
Thread: Stug Vet18 Oct 2019, 18:46 PM
Giving it some thought, yeah 100% it's high, but that's what it currently is but only for 1 shot. 50% sounds reasonable (it should be around AP Jackson minus the damage), it depends on how many times the Stug should be able to fire. My point is, that people tend to overlook the penetration buff, cause it's forces a reload first to do a small impact disable. Giving it +5s for a total of 15s, you could get around 2 shots with ample margin. At vet2 (if vet is swapped), you would be shooting 4 times. In: COH2 Balance |
Thread: Stug Vet18 Oct 2019, 15:50 PM
I think we should make a poll on the vet 1 bonus being AP rounds because TWP is a literal piece of garbage. You'd rather fire normally because it takes forever to load. Relic/bal team nerfed it to shit and left it there. You can get rid of the blind and main weapon disable and just extend the time it gives 100% penetration. It's already called HEAT shell. In: COH2 Balance |
Thread: Brits in 1v1 is a joke18 Oct 2019, 10:37 AM
Nope, they are better with lmg, how it's so hard to understand that they only reduced the sniping? DPS is the same , they now might need an extra shoot to kill a model but now with lmg they are better cause they don't overkill anymore You still fail to see why they were used as much prior the latest patch. The sniping and performance with bolster is all the reason the faction was been used. As i said before, maybe it's a lack of testing and adaptation to find a new way to play UKF, but not been able to understand why UKF is not as popular now, is not understanding why they were popular before. In: COH2 Balance |
Thread: Wehr weak penetration18 Oct 2019, 10:25 AM
Because complaining about isolated factors in a 1on1 manner, doesn't account for what other factions lack in other departments to account for those strengths. OH has been weak and strong without needing a 60 TD on their stock repertoire for 6 years. I don't think this is what they need now or in the future. I can see the Stug performance been buffed by swapping places on the vet 2 and 3. Replacing the armor increase for HP would make it really strong, something i would like to see tested before been implemented but not before seeing if the swapping vet is enough to improve the unit. Heat shell AKA TWP, could see it's blinded and disabling component removed and allow the 100% pen buff to last longer (something people don't remember the ability do). As for the other 2 units, pak-PV, they are fine. At most i could see them taking a look at PV vet, but that would break it more than anything else in the bigger picture of the game. In: COH2 Balance |
Thread: Brits in 1v1 is a joke18 Oct 2019, 10:05 AM
please do explain how now they are bad in attacking , they now cost less and have same dps , if not better with lmg What made or break UKF was not the double LMG, but the performance with bolster. You now need Bolster + weapon unlock before they are as good as before. The cost decrease has the same impact as the change with Volks. The reinforce cost hasn't change and the cost acquisition just represents like 50mp top through out the whole game (or less if you don't get IS wiped or you replace them with other infantry). The better DPS applies only at vet3 and is theoretical. You can dress it as much as you want, but the reality is that 5 model with Lee enfields doing 5 x 16 (80) was a stronger unit. Probably not in the raw total DPS output, but how it could reduce the damage received by killing models in the enemy squad. The suppression buff on the Vickers, doesn't fix the problem with the unit itself. I'm sure you know why if we nerf the damage, it might actually be a better MG. Mobility buff isn't going to make people use it way more. Same with other changes to Comet/FF. It could be a problem to adapt or discover a new meta for UKF, but it seems that anything that UKF can do, USF can do it better at the moment (Rifles, MG, light vehicles, shock vehicles, real AI tank). In: COH2 Balance |
Thread: Wehr weak penetration18 Oct 2019, 09:38 AM
If you want 60 range Stug, it will have to get a cost and performance increase to be a JPIV 2.0 or it would be made to be as obsolete in current meta Su76 with 120dmg and high rof. Let's be realistic and suggest things that can actually be implemented and are reasonable to be made, instead of playing victim about how X faction doesn't have Y feature. Because that's a game which all factions can play. The comparisons should never be "Allies vs OH", rather than each specific allied faction vs OH if that's the comparison you want to bring up. In: COH2 Balance |
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