They had us on the first half, not gonna lie.
Thought it was gonna be a story about self improvement and beaten Goliath against all odds.
Profile of elchino7
Signature
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: A story about training hard until I played against VonIvan24 Jul 2019, 23:42 PM
In: Lobby |
Thread: Mod idea - Nigth Mode24 Jul 2019, 18:26 PM
Blizzard was a single player mechanic which was implemented without too much though into the multiplayer. Too many things require a change for Blizzard as a mechanic to be brought up, some of them which are not feasible with CoH2. For example: Commander mechanic and how you LOCK them before knowing which map you are gonna play. While there were things that probably could be done to improve the whole Blizzard mechanic (removing cost and xp of firepits, making units not die on retreat) there were plenty of things that couldn't be done which made the whole concept really shallow. You couldn't interact with deep snow, Blizzards didn't affect ice integrity, random appearance and durations, etc. In: COH2 Gameplay |
Thread: Soviet B4 "Change"24 Jul 2019, 18:16 PM
That moment when people based their opinions on 4v4 AT automatch games, where people end up with WR over 90%. Anything works if matchmaking is one of the biggest reason the mode is a clownfiesta. In: COH2 Gameplay |
Thread: Tank destroyer interactions24 Jul 2019, 18:06 PM
That moment OP put so much effort, even though his idea is bad and the information he based his decisions and stats on are incorrect. 1- Reload is only a component of a tank's RoF. You are still missing this values: Aim and ready times, wind up and wind down. Jackson: 6.56 PV: 6.66 2- I don't think you realise how TTK works, specially when you base your decisions in scenarios when you take into account more than 1 source of AT. No tank has to reload before shooting for the first time. This makes so that in a 2v2 Jackson vs PV scenario, you are gonna end up with a dead Jackson after the first reload cycle. 3- You are making anti heavy tank destroyers into medium brawlers/TD, when the both factions already have them in the form of Stug and M10 (and non doctrinally USF has plenty of options for anti medium). In: COH2 Balance |
Thread: T34 ram inconsistency23 Jul 2019, 18:55 PM
The dmg i listed could be lower down to 160/240 is that i consider that an immobilise and main gun destroy vehicle is for all purposes a dead tank, unless you use ram in a defensive way near your base. If you use ram as a dire last option, it won't matter if you get your tank destroyed on impact or seconds later. So i just moved the self critical received to dmg. Outside of using self repair, no engineer is gonna survive recovering the tank nor even with self repair you are gonna be able to recover if it's on the middle of the map. I'm not sure how to put it, it's just that the ability is following the stereotypical of Soviet suicide charge and goes against the whole unit preservation. It's the same as when Penal had a satchel which would blast half their own squad. At the end of the day i'll repeat what i said before: outside of bugfixing and removing fringe cases, i wouldn't change how it works. BUT if you make it more consistent (check title), you need to give some counterplay to it. Point and click abilities should not be strong (hence why i think in CoH3, skillplanes should all be aimed strafing runs). In: COH2 Balance |
Thread: T34 ram inconsistency23 Jul 2019, 01:04 AM
Not every ability has to be used every engagement every game. Besides removing the small chances for main gun and heavy engine and fixing some bugs, i think the ability is somehow fine. It's just that the ability feels out of place, considering how the game has been changed to make things work in less cheesy ways. The purpose of giving it a higher self damage, is because an immobilised vehicle is for all that matters a dead vehicle anyway. In: COH2 Balance |
Thread: T34 ram inconsistency22 Jul 2019, 20:25 PM
OR you could start by calling it ahead of time so when the ram hit, the crew + slow movement of the vehicle won't let it escape. It would be similar to how button on Guards work now compared to how it used to be. Also reminder that calculations for crits are done after damage is applied if i'm not mistaken. In: COH2 Balance |
Thread: T34 ram inconsistency22 Jul 2019, 19:23 PM
I like vippers skillshot idea. Skillshoots are always great. On paper it looks great, even giving T34s more tool to use them for flanking. The problem is: -Can it be made in a mod by anyone in the community? -Wouldn't it be ez to cheese it to crush infantry units? -I think we still currently have problems when ram impacts support weapons. I don't know if we can have localised criticals, meaning that frontal side could be linked to main gun crit and rear side to engine damage. So i guess we remove that from the equation as well. Changes to current ram: -Remove chances of main gun destroy and heavy engine damage leaving only engine dmg as permanent possible crit. Now here comes the part that if you increase consistency, you need to give a bit of counterplay and reduce effectiveness of the ability. Throwing some ideas into the mix. Targeted vehicle: -Same rules as other snares applies. The vehicle needs to be under 75% for the critical to apply. While the ability deals 160dmg, it's enough for mediums but requires more dmg on premium mediums and heavies. -Reduce crew shock to 2s from 5s. -Unit get's a 50% speed and turn debuff for 10s. Main gun is disabled for 10s. This will always apply whether the ram is effective or not. T34: -Increase self damage received to 320dmg. Damage done to enemy vehicle remains the same at 160dmg. -Option A: Crew shock time increased to 30s. It only receives engine damage and main gun destroyed. -Option B: Crew shock time increased to 10s. It only receives heavy engine damage. -Can't be used with any type of engine damage. In: COH2 Balance |
Thread: So are they really nerfing the Churchill Tank?19 Jul 2019, 20:48 PM
Effective: it will perform the job you are asking for. Efficient: will perform the job you ask but fast or using the least amount of resources. In: Lobby |
Thread: Hold fire button for MG4219 Jul 2019, 20:45 PM
I would like to see a hold fire button added to all HMGs that has the dual functionality that as soon as they are placed on hold fire, they automatically begin a reload cycle. I know some players are clamoring for a manual reload feature so they don’t end up shooting a short burst at a critical point followed by an unavoidable reload. If you go to the bother to add a hold fire button, then you could also give it the dual feature of making the gun reload. Two birds with one stone. Ding ding, winner winner chicken dinner. In: COH2 Gameplay |
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