Also, don't be scared about decay. It won't affect you much at all to matter.
Ex: i once "gained" ranks after losing a game after been inactive.
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: idle rank reset1 Aug 2018, 18:58 PM
In: Lobby |
Thread: Sturmofficer is boring to use...1 Aug 2018, 17:24 PM
Disclaimer: any value mention is just to give a general concept. -Remove passive aura. -Remove passive AoE retreat trigger on officer killed. -The unit is now able to gain vet and get's new different abilities. -Replaced focus fire (due to what Strummingbird basically said) -Sturmofficer is now a 1 CP 3 model squad (1 officer + 2 Ober model). Mp to call in is reduced accordingly. Size changed to 0.7 (same as Obers). -At vet 0, it get's a free muni 20s duration/60s CD ability which "supervises" a single unit increasing it's performance. +20% Acc, -20% Reload & Cooldown reduction. Ability can be used on support weapons (therefore the reload/cd components) but not on vehicles. -Focus fire replaced by an offmap smoke barrage. I think it would work better to "breakthrough". -Force retreat remains the same. Abilities are disabled and buffs stops, the moment the officer is killed. -At vet 1 it gains another model increasing the account to 4. -At vet 2 it gains "sector assault". X muni cost/cd. The officer selects a strategic point to attack. While owned infantry units fight inside it, they gain X offensive buffs. Capping or making the officer leave the area, stops the buffs. Killing the officer makes all nearby units to retreat. Alternative: it's the "supervise" buff in an aura and if the officer get's killed, nearby units retreat. -At vet 3 gains another model for 5 total. Small +20% accuracy, -20% cd reduction. -At vet 4, passive health regen. -At vet 5, passive sprint. Optional: vet 0 supervise could be toned down and improve with vet. Better stats, AoE, etc. I tried to keep the retreat on officer killed but as an optional "high risk/reward" option with counterplay. In: COH2 Balance |
Thread: Buff Shocks1 Aug 2018, 15:58 PM
Thus Shock troops simply did not overall get nerfed in December patch. Choose one of this options. 1- Even with all small buffs, the removal of double nade made them even less desirable as a unit. That nerf overshadows all the buffs. Ex: while early-mid game the PPSH DPS might be enough to cause mp drain or wipes, it might not be the case for later in the game, specially if you don't have vet shocks so it's more important having a frag nade to use, because using smoke on them is almost mandatory every time. 2- The removal of double nade and buffs produce a net 0 increase in their powerlevel, leaving it equally useless or heavily niche. From a gameplay PoV, it made them more boring as you are moving it's power budget to be in the more passive department (less mp drain) instead of the more active one (offensive nade useage). 3- Shocktroops are in a better state than before. This either means they are ok now or the changes are in the right direction but more are needed in order to make the unit more desirable. Look, you now have 3 valid opinions, nerf/burf/buff, cause at the end of the day most people agrees that Shocks need something since like +2 years ago. Even when KV8 was meta, Shock were not a must have unit. In: COH2 Balance |
Thread: Conscript Merge Mechanics31 Jul 2018, 16:26 PM
That is propably AI could use AT grenades from squads that do not have AT grenades. Now that you mention it, would this apply as well to commander abilities or other skills (sandbags). Would you be able to select a full merged squad (have any ELITE unit lose all but 1 model, merge and then lose that model as well) with other conscripts squads and be able cast an AT nade or help them build a sandbag/repair a tank ? In: COH2 Gameplay |
Thread: German units too cheap or are Allied units too expensive?28 Jul 2018, 21:12 PM
There's also the fact that upgrade weapons > stock weapons because it's more effective in focus firing and you are losing way less firepower when you lose models. In: COH2 Balance |
Thread: Calliope sucks24 Jul 2018, 21:22 PM
But you can actually see the craters left by the explosions. The first rocket hits models but the rest are hitting nothing because the squad is way forward from the explosion. Someone could correct me if i'm wrong but the problem is not the AoE of the rocket rather than the "accuracy" you have with the Stuka and sheer volume of rockets. 1st rocket hits way off target from the left maxim. The model that dies is from the PIV on the left. 2nd rocket hits behind the middle conscript squad and to the right of the left maxim. 1 con dies and damage but no models taken from the maxim on left. 3rd to the right on conscript and front of maxim on right. Really low health. 4th just behind the conscript which is advancing. The angle from the camera doesn't help at all. In: COH2 Balance |
Thread: Calliope sucks24 Jul 2018, 18:40 PM
Because it missed ? In: COH2 Balance |
Thread: Brit tank scatter17 Jul 2018, 23:03 PM
About steady MG damage: If light cover is the problem, because that reduce scaling, you could always make it so that it ignores it. No one sane stays bunch up in cover to reduce MG damage because been hit by the main gun is more dangerous. I've already said it, but for CoH3, player generated light cover through explosives, should not give the same properties as other yellow cover. In: COH2 Balance |
Thread: RELIC wake up and fix damn RNG please!17 Jul 2018, 13:36 PM
That might or not be true because you end up having chip damage been more effective than intended when you achieve critical mass. I don't think deflection damage should be something which applies to all sources but it could be specific to a certain type of unit (say heavies and AT guns). Problem is that you are adding another layer of variables in the balance box. BTW, this is not something which hasn't been tested in the past. IS2 original design had deflection been part of it's core, and that didn't work well for it. In: COH2 Bugs |
Thread: Unused stuff in CoH2 (for commanders update)16 Jul 2018, 18:46 PM
Ostwind MG suppression. In: Lobby |
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