The match results depends purely on RNGesus and micro. Whether the PV miss shots on approach against the Su85 or the T34 are lucky to pen while the PV gets close.
Then it's a matter of micro between been able to keep the frontal armor against the T34s and how much HP pool left the PV have after killing the Su85.
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: What is better?31 May 2019, 00:59 AM
In: Lobby |
Thread: What is better?30 May 2019, 10:35 AM
Obviously, the first option is the best one for OH. On the other hand, i think the 2nd option is the only viable choice for Soviets. Moving to lobby. In: COH2 Balance |
Thread: Should all infantry upgrade use weapon slot?29 May 2019, 12:14 PM
You can start by: -Opening a spreadsheet and looking at the cost of all units and the xp value of each of them. Similar cost units should have similar xp values unless it's determined that they should have a lower/higher value to balance them out. -Taking a look at the vet benefits each levels provide. We all know EFA vet1 is meme tier on most cases and there are units on the other factions which have mostly decorative levels due to time/resource constraints after they reworked them. In the case of weapon slots: IMO if you give as much firepower/utility to an upgrade to make them worth of them to take a weapon slot, sure do so. Normalising everything for the sake of consistency without clear positive results, is just wasting time. And that is my point lack of resources is not an excuse for fixing things that can be fixed, especially when the specific changes are normalizing thing and thus have a low chance of creating problems. Ironically, the fact that it doesn't create problems is also the reason it may not see prioritisation. It improves the game, but it improves it by little while still requiring manpower hours to analyse, code, test and QA it. It's a matter of game design/catching the attention of the playerbase, which transcends CoH2. Reworking things and presenting them as new toys is more appealing than slight number tweaking. I don't have the will to dig down in code and test things to see how they play, but at this point of the game life cycle, unless you propose concrete changes with numbers behind it, there's little hope to see what you propose to be done in a broad way across the board. In: COH2 Gameplay |
Thread: Some change for Consript29 May 2019, 11:52 AM
snip -Dead models moving around was not a bug. It was a feature which was used for G43 interrogation ability. Bug referring to an intended behaviour due to unintended combinations of mechanics. Changing a value doesn't sound to me as a bug. -Damage and health bulletins applying to Cons/Grens only further cemented the meta of mainline infantry spam. Bulletins had too much impact when you knew what to use and when you could stack them as well. It might be a stupid mechanic, but the bulletin system is part of the game. One reason that it made hard to balance other units such as maxims as well. You may not agree, but Conscripts WERE stronger, due to cheese and broken mechanics, but stronger nonetheless. Removing and nerfing features, even if they are annoying or cheese, it's a nerf. A nerf that even with all the other buffs applied to them, haven't made them as viable as before. 2/4 Conscripts was core. With or without PPSH. Last point, i was thinking more towards the core of each faction. Because you can name a few doctrinal units (from which i could argue both JLI/AssEng were strong before they nerf/tweak them. 4 G43 squad with armor and flamer/mine/super demo and I&R having a stronger arty offmap) doesn't mean that both the core faction and most power from all doctrinal commanders hasn't been reduced. I'm sure you could mention a couple more units which were weaker on release than now (P2, Scott) but 90% of the units and abilities were oppresive, OP, broken or cheesy. Before we end up mentioning every single unit out, i'll remind you that my point is that both WFA and UKF are now WEAKER to how they were released. You keep saying we need to start nerfing things out. Besides Volks/Penals, what else? You say that WFA/UKF needs to be brought up to EFA levels. I think it has mostly been done already (with both reworks) and nerfs throughout the years. Besides late game stage AI scaling, on which i both agree that it can be slightly touch in case of Bar Rifles and 5 man IS with brens, what else is out of line in your opinion? In: COH2 Gameplay |
Thread: When will the update be released29 May 2019, 07:28 AM
Do you have a copy of the NDA? Don't think anyone would get mad at this point but i'll say you shouldn't post it. In: Lobby |
Thread: Some change for Consript29 May 2019, 07:26 AM
Anyone who read your quote, even with context will tell you that you are claiming something false. If you say something hasn't happen, any value above 0 to your claim proves what you say untrue. Using conscripts pass the 20/30 mins mark, without PPSH and/or vet, is fighting with stick n stones. Conscripts have become weaker since release, and that's either due to the meta or the removal of cheese, which the 2nd means a nerf. It's the same as if we remove the clowncar capabilities of the M3 and gave it a 25% DPS boost and a vet improvement. At the end of the day, that won't cut it. And this is part of my argument. Instead of buffing other faction to the power level of WFA, it is the WFA that should be brought to power level of vanilla factions. Which has already been done. You need BOTH NERFs and BUFFs. The nerf wave has already been done, just compare any of the units or factions right now with how they played on release. Right now, it's easier to brought in line what units remained to lag behind, than trying to rework core units at sensible timings with heavy weight changes. For ex: i think that Penals/Volks can be touched, but in an indirect way. OKW needs adjustements to initial mp (while you boost it with SwS and they still need a T4 rework) and Penals could see their AT package locked down behind the AT nade on HQ, reducing their effectiveness early on to adapt into AT, while making cons a viable supporting units cause you already bundle the upgrade of both units in the same place. In: COH2 Gameplay |
Thread: Some change for Consript28 May 2019, 18:38 PM
TBH, your point is kinda iffy. You started with a false premise (conscripts never receiving nerfs in last years) and continued with a subjective opinion. If we compare today conscripts they are much weaker than conscripts on release. And that's is fine, because most if not all the power they had, came from cheese (which is a subjective opinion whether this is good or not). 1- Overpowered bulletins (health and damage). 2- Dirt cheap abilities. I remember using Oorah at the beginning of the game to get faster to strategic points because it was basically a free ability. 3- Long range throwing AT nades and Molotovs pass vet 2. While Molotovs had always been a joke, what was not a joke is when they finally were blessed by RNGesus and crit models. 4- Stacking cover HTD 5- PPSH were stupidly cheap and stronger. 6- Cheese flare on doors. 7- Sandbag ghost/spam. 8- Dead models were the best scouting tools. 9- Release PTRS focusing the support weapon itself rather than models resulting in instakills. 10- Popcap and weapon slots. Soviets has always been a cheese faction. Once you nerf the cheese and normalise the units, you found out that they are so bland, irrelevant, which can't keep up with normal standards because it's hard to gauge the potential of a unit which has so much power budget behind those attributes. The problem has always been the Western Front Armies, which put the power level so high compared to what we had with vanilla factions. Even worst when you consider that veterancy was not working properly for quite a long time (which further exacerbate the original intended late game potential AI). The problem in their case was not early performance but mostly late game potential. Buffing units is fine, as long as the buff is not done in a timeframe on which the units is already good. Buffing a unit doesn't mean increasing only DPS. Increasing DPS doesn't mean models will start to instantly be deleted. If we gave Combat Engineers, Guards Mosins after T3/T4, it doesn't mean we will have units falling down like they were wielding double LMG34s. Because while the buff is insane, the timeframe at which is applied and damage potential is leagues below the DPS expected by units at that time. You can nerf units (Penals and Volks). It doesn't mean that you are fixing the problem of most other units or help them make them relevant. PD: i don't like OP suggestions btw. In: COH2 Gameplay |
Thread: When will the update be released28 May 2019, 17:14 PM
Still comes way behind with bugs like Luftwaffe medical crates artillery explosion or superman exploit In: Lobby |
Thread: Should all infantry upgrade use weapon slot?27 May 2019, 22:42 PM
The 7 men upgrade is mutually exclusive with weapons upgrades. That was the whole point, 6 vanilla conscripts are useless late game but 7 men conscripts with either PTRS or PPSH would had been oppressive if they didn't take a weapon slot. In: COH2 Gameplay |
Thread: Pershing Underpowered?25 May 2019, 22:08 PM
People have lost track of how many "Pershing UP" threads were made. I think the best way to summarize the unit is: Or Really great on 1v1 Useless on 4v4 In: COH2 Gameplay |
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