Late to the party. Whoever it is easier (not necessarily better) to play, will remain the most popular faction.
Talking mainly teamgames and from what we experienced when they released WFA and later UKF.
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: mayby why axis is popular31 Mar 2019, 15:57 PM
In: Lobby |
Thread: Ambulance QoL Change26 Mar 2019, 19:55 PM
Doesn't all AoE healing effects have no limits in the amount of models they can heal ? In: COH2 Gameplay |
Thread: Soviet - Airbourne feedback25 Mar 2019, 19:01 PM
i thought we debunked this in the cruzz thread I missed that part. From what i remembered that's how cruzz described how it works and from personal test (i only did a test in the past to see how far away it could hit and if it hit different squads) From what i read, Redterror and Mr Smith have completely different test results. One is based more in a model vs model and the other on a squad level. Nothing conclusive. In: Lobby |
Thread: Soviet - Airbourne feedback25 Mar 2019, 18:47 PM
Focus fire "true", means exactly what it implies. It provides no benefit. HMGs, SMGs and ARs have this property set to false, which means they have this "hidden" reroll on a small cone from the model they are targeting. Conscripts get's a +10% accuracy at vet 3. The 40% acc at vet 2 mirrors that of Grens. Penals are hardly broken at late stages of the game as their main appeal is early on, with 2x 30% accuracy. Maybe the spammility of cons pushes it over the top, but as you say, early to say SVT OP. Received accuracy through merge remains to be the one of the model at vet 0 and the modifiers of the squad on which it is merging too. Merging conscripts with CE only makes sense to keep a flamer squad in the front. Royal engineers vet bonuses are really poor compared to fighting infantry squads (no accuracy bonus). I don't see SVT breaking OTHER factions. I don't see SVT been better than the alternatives other factions have. I can see a possibility of Cons + SVT/PPSH been good. In: Lobby |
Thread: Wehrmacht - Strategic Reserves - Feedback25 Mar 2019, 16:10 PM
The thing is, OKW can get enough healing out of medkits on 1v1 and rely on teammates on 2v2 upwards. While reliability is not the best, you have non tiered Raks. The problem is not in the early tiers but the last tier IMO (half tech for faster Ober/JPIV). A JPIV sounds more interesting than a PIV for OH. In: Lobby |
Thread: Soviet - Airbourne feedback25 Mar 2019, 16:04 PM
Reminder that STG have a special property called focus fire. This makes this types of weapons to do "hidden" damage with re-rolls on miss shots. Besides the point been if the upgrade is worthy or not for SU, but if it would cause any issues with other faction units. CE get no RA and remain to be a 4 man squad. They are squishy as they can be and i can't remember the reinforce cost atm. I would love seeing cast of top level games on 2v2 "abusing" this kinds of combinations cause it seems a bit too far fetched at the moment. In: Lobby |
Thread: OKW - Grand Offensive - Feedback22 Mar 2019, 20:03 PM
While the base value is more expensive, remember that OKW used to had a resource penalty. So the single panzerschreck cost was equivalent to 120muni more or less (unless you used 3x bulletins to reduce it). I'm just seeing that the best case is that they are viable at 1v1 but obnoxious on teamgames, specially 4v4. A mode which care less about finesse and more about raw sheer firepower. At most, i'm cautious about the whole concept atm. In: Lobby |
Thread: OKW "grand offensive" game breaking?22 Mar 2019, 19:02 PM
Invised some posts for being offtopic and 1 for quoting it. Problem is that PGs are expensive to buy as well to reinforce and they come later. Changes mentioned on the changelog are only these ones: Panzerfusiliers have been adjusted to better reflect their performance as a six man squad that can deal with a variety of situations when upgraded. So the other vet values should be the ones in the outdated guide. Unlocks the 'Flare' ability +40% accuracy, +25% grenade and flare range -20% weapon cooldown, -25% grenade and flare recharge, -23% received accuracy 1.15 capture and decapture rate Passive sprint In: COH2 Balance |
Thread: Wehr Mortar16 Mar 2019, 16:06 PM
Unless it's the latest latest changes, it "should" be up to date. Mortars did in fact changed but that has been quite some time ago. Problem with mod tools is accessibility and readability. For specific things i also jump straight to the files (i always had the extractor tool). In: COH2 Balance |
Thread: [Team game] USF needs non doctrinal mobile artillery16 Mar 2019, 14:41 PM
OP plays 3v3/4v4 Meta since 2013 has been tanks and heavy artillery spam. USF doesn't have non doctrinal heavy artillery but it does have other strengths but OP wants heavy artillery like other factions. OP should realise the difference between NEED and WANT. In: COH2 Balance |
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