Suggestion is bad.
If anything wants to be changed for the sake of variety then...
I'm on the idea that Axis bunkers and fighting pits should be cheaper and the cost be moved more towards the upgrades. Then you might have RET inside them, using Volley fire and using those lob nades.
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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: Rear Echelon, to be more supportive and viable ?20 Aug 2019, 16:35 PM
In: COH2 Gameplay |
Thread: Uncommon death animations20 Aug 2019, 01:30 AM
Crawling is a factor. Providing vision for +30s after dying is another one. In: COH2 Gameplay |
Thread: Uncommon death animations19 Aug 2019, 16:50 PM
Wild guess. Crawlers provide vision for too long and detonate mines and other shit? In: COH2 Gameplay |
Thread: Cheese units meta: remove or replace?18 Aug 2019, 18:03 PM
But what people want is like fixing the maxim deathloop. You can't have something which is not there to implement. Other AT guns block shots because the actual model is big enough to block them. Also a "blocked" shot will still most likely kill the models operating the weapon. In: COH2 Balance |
Thread: Soviet September patch discussion18 Aug 2019, 13:35 PM
It's a turret lock and weapon disable. +100% pen. -80dmg. KV-1 It's self cast Hulldown with inferior values. OH Hulldown is 25%. Also, instead of range it gets RoF. KV1 already needs 7 shots to get killed (800HP, 160*0.8 = 6.25). When hulldowned it needs 8 shots to get killed. (160*0.8*0.8 = 7.8125) Unless something is weird, dmg modifiers should be multiplicative, not additive. In: COH2 Balance |
Thread: Rant: WTF is with OKW Overwatch doctrines sector assault18 Aug 2019, 12:55 PM
TBH, it looks around 35/40% based on the HP bar and the location of the vet1 star. The IS2 already lost 5%-7.5% just before killing the Stuka. Right before the planes comes, you can see it getting rear shots (check the crits) from the Schwer. I don't think that the P2 did anything at all. IIRC the Flak deals 40dmg per shot, which should be around 4% of the IS2 HP per pen. So we can say it lost a bit more than 10% HP. His estimation might be a little under, but is more than likely that the IS2 received around the 500dmg mark. I think it's a matter of just running several test to see how much dmg it's doing on avg, on static/move vehicles and see if something is wonky. In: COH2 Balance |
Thread: USA September patch discussion18 Aug 2019, 12:27 PM
The fact that the guy who writes the guy specifically tells you shouldn't draw conclusions about balance based on the numbers presented, should ring you a bell. Specially when the values are low. Anything around a 5% difference is to be expected. If we had values with discrepancies between 10%/20% like years ago, yeah sure. I guess i have different memory. What's the new Assault Grenadier/Pio-MG-PG/Ostwind strats? I guess there was no need to change the CP requirements to heavies because people were rushing them on teamgames. The top X ladder on the site is pointless to draw conclusions from. Specially when the stats are dragged since the creation of the account. Just to be clear. I'm not giving an opinion on which is the best/worst faction/combination. But you shouldn't state as fact your subjective opinion and neither you should use stats which are already outdated based in the latest changes. In: COH2 Balance |
Thread: USA September patch discussion16 Aug 2019, 21:47 PM
I don't understand the pak howitzer change. The problem was it obliterated squads when it hit them, not its accuracy of autofire. Now it's just going to obliterate squads "sometimes". Regardless of how frequently something obliterates squads (see KT) it is still frustrating AF for the receiver if there is no counterplay. Just give the brummbar treatment. It has the same AoE profile as the 120mm. It has a closer scatter and reload to the ISG. That's the problem. In: COH2 Balance |
Thread: UKF September patch discussion16 Aug 2019, 21:29 PM
i would prefer a dps decrease than a cost increase, volks are the cheaper squad to grab team weapons , unlike other faction they don’t have a cheaper unit to grab them They are still a cheap squad to reinforce weapons with. Reminder that the cost increase doesn't mean a reinforce increase. In: COH2 Balance |
Thread: CoH coming to Ipad this fall!16 Aug 2019, 11:09 AM
Not talking necessarily about this Ipad version rather than the quote saying that they want to have more influence in the Asian market. In similar fashion as to what happened to C&C, the game is developed by other studios and the only resemblance to the original IP would be the name. In: Lobby |
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