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: Looks like SEGA will sell relic to MS without franchises4 Mar 2019, 12:24 PM
It could be worse, it could be Clash of clans type of game. Basically what happened to Command n Conquers IP. In: Lobby |
Thread: Can we adjust the Scott already?3 Mar 2019, 21:26 PM
But it's never been used nor it's main intended role is to be used as an indirect weapon as mortars or artillery. The unit is closer to a mobile light armored Brummbear. At most you'll see someone use the smoke from time to time. It's ingenuous to compare it to rocket artillery, because they behave in a different way (long cooldown, no AA, fire most of it payload in 1 go). That's why they have an HP pool of 160. Because they don't need to be in the frontlines to work. The closest thing is the MHT and it's still quite different even if we don't compare it's cost, popcap or time or arrival. Let's take a look at garrison clearing. Mortars have a 0.50 modifier against garrison on direct hits and have a far dmg of 20 (this is used to calculate the dmg they deal to all entities inside a building despite whether or not they are close to the impact of a shell). The Scott is set to 0.25 and 10dmg respectively. Thinking a bit more, the closest related unit to the Scott should be the Stug-E. In: COH2 Balance |
Thread: Can we adjust the Scott already?3 Mar 2019, 18:13 PM
If you took 10s to read and understand before jumping to conclusions you would had read that i said: "IF you nerf the direct fire mode". I'm sure you know how low arc indirect fire units had been nerfed in the past and how they behave now. If the units is not built and effective on direct fire mode, it might as well be a MHT on last tier. Which is why i said, it's probably better to go with the same type of nerf as the Brummbear received (lower range) but in a more drastic way, but improved and give more alternatives in the barrage department. In: COH2 Balance |
Thread: Can we adjust the Scott already?3 Mar 2019, 15:31 PM
The unit would had seen nerfs if it wasn't part of the major tech. The problem of been on the last tech building (reminds me of old P2 in Schwerer HQ). If you nerf the direct fire mode, you would need to give it enough utility and firepower on barrage to make it worth using that late stage on the game. A mortar HT at the equivalent timing of rocket artillery is not gonna cut it down. One way to change it is reducing the range on auto attack, while keeping it's AI performance, but improving barrage mode to compensate. What about HE delayed fuse barrage ? In: COH2 Balance |
Thread: Why has the USF regular sherman become so bad...2 Mar 2019, 18:57 PM
OH and OKW PIV have the same Hull/Coaxial DPS. Range 10/25/35 Sum of both MGs together and below the Mounted MG 15.353/12.96/10.716 (15.187)*-11.956/7.289/3.982 *The number in between brackets is the DPS at 0 range, i chose 10 because the other doesn't have a drop off till that range. This is the one for Cromwell 12.478/8.353/6.44 -OH PIV and OKW PIV have the same AoE. OKW PIV has less scatter. (7.5 vs 6.5 and 6.4 vs 5.54 on scatter angle and Distance max respectively). -OH PIV and Cromwell have the same scatter. -They both have the same AoE radius. -LETHAL AoE (80dmg) is higher for OH PIV. 1.13 vs 0.88 -Mid distance dmg is in favour of the PIV depending on the range you are counting it. 56dmg at 1.25 vs 64dmg at 1.0. PIV still has higher dmg at 1.0 range -Damage at far, HEAVILY favours Cromwell. While they should have the same damage at the initial far range from the Cromwell (1.5 = 32dmg), From that point onward the dmg doesn't drop off for the Cromwell. It deals 32dmg from 1.5 to 2.5 range (radius). Meanwhile the PIV dmg drops to 8dmg. If this is too hard to understand: the PIV have higher full health wipe potential and better MGs. The cromwell is better/reliable against heavily dmg squads (30% HP). Somehow (look in the https://www.coh2.org/topic/86569/statistical-oddities thread) the PIV can't clear garrison at all, while the Cromwell should be the "best" stock medium at clearing it. In: COH2 Gameplay |
Thread: Why has the USF regular sherman become so bad...2 Mar 2019, 10:48 AM
Sherman would be the last or close to it on the list of medium tanks been bad. In: COH2 Gameplay |
Thread: Discuss for the votes2 Mar 2019, 08:43 AM
You know I actually predicted that the initial USF mortar addition would be a complete disaster. I made a post about it well before it was on the live patch. And I was right. You can't predict something you don't know anything about. That's just wild guessing. Guys, half the new commanders will be OP, the other half will be unused and niche. There we go.
On top of giving it better vet than any other mortar (vet1 reducing scatter). On top of "fixing" veterancy on mortars to apply their bonuses to their AA. Everyone basically had higher range 120mm mortars when vetted. On top of having obnoxious bugs the first week it was released (tracking through FoW, exponentially reducing scatter through vet, etc.) In: Lobby |
Thread: Some COH2 ladder questions. 28 Feb 2019, 20:38 PM
https://www.coh2.org/topic/84257/useful-interesting-threads-2-0 If you want the practical answer: 1-The ladder is based in an ELO system. A new account is assigned X number. If you win against someone who is ranked higher you win more points than if you do against someone who is inferior to you. While your ELO number is hidden, your position on the ladder is based on this number. 2-How do you obtain this number? By playing at least 10 games with a certain faction, a certain mode and with certain people. Each ranking is independent of the others. Each different pair (2v2) or team (3v3+) has a specific ELO number. 3-The interesting part comes from the numerical ladder position vs your rank level. There are 20 ranks, which if you look carefully, you can see that several ranks are missing. This is due to the fact that each of the 20 ranks represent a certain percentile of players which are ACTIVE. While the ranks 16-20 represents the top200 players, the ranks 15/14 are generally missing cause those represent the top X percentile of the playerbase. 4-Talking about activity. Once you stop playing with a certain partnership and mode for a whole month, your rank becomes hidden. Your ELO remains the same (although it is said to be a certain decay, it's not effective TBH to the point it matters). Once you play 1 game, you have a whole 1 more month till it becomes hidden again. Why does the ladder look like it is right now? A) The first 10 games are REALLY important. If you secure around 7/8 wins you should easily be put around top200 even if you haven't face anyone around that rank. B) Top50 with fewer than say 25 games require a really good WR % depending mostly on type of ladder as well. It's not the same the random ladder than the arranged team ladder. C) There's a breaking point around +100 games on which you forcefully raise in the ladder by just playing and maintaining around 55% WR. I like to call this, the PG.Angreifen effect. While the player has a better WR that what i mentioned before, you could see that there are probably better players with better WR on the ladder. But these type of players have gone through such a grind, that they have a higher ELO. This is more notable on random ladders for teamgames. In: COH2 Gameplay |
Thread: Nerf the DAMN SECTOR ASSAULT24 Feb 2019, 00:24 AM
Invis some comments. Stay on topic. In: COH2 Balance |
Thread: Overwatch flare ability23 Feb 2019, 23:47 PM
Overwatch flare is only broken for team games where it applies to all ally points. In 1v1 it is fine. Soviet radio intercept provides free recon without set-up or a cost and has been accepted in multiple commanders since day 1. TBH, that's the first thing i thought to compare with on the concept of "free" recon. Radio intercept gives you audio cues and only works on 1v1 mostly as in other modes it's actually contraproducent to the player (you miss important normal audio cues due to sheer volume of them appearing). You know what units are arriving. You don't know where and when. But the most important aspect of OW ability is the vision it provides as it helps other units fight as well. We all know the penalties of say firing into FoG. Giving it the same behaviour as booby traps and a symbolic small cost, will lower the current powerhouse which is Overwatch as a commander. In: COH2 Gameplay |
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