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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: a genera question about 1vs1 4 May 2018, 18:04 PM
In: COH2 Gameplay |
Thread: Guards need a adjustment2 May 2018, 12:19 PM
Panther: -Mark vehicle (35% cause i don't see any remark on changelog and from a quick look at attribs it says 1.35 abilities>soviet>modal_ability>commander_ability>mark_vehicle) -6pounder AT gun -2 Guards (button) -Centaur (not sure how much chip dmg it made if any at all) -A single indirect fire shell AT gun: not sure if the first hit was with mark vehicle, but you can see the ability to proc before the tank getting hit. 4 shots were made, a single bounce. 160 * 1.35 = 216 >> 216 * 3 = 648 So the Guards only had to do 152dmg to kill the PV Guards: first of all, notice how the bot model takes ages to fire either to bug or reload. One of the squads is using button to keep the tank on range of all units. While they initially approach from behind, the PV moves to be on the side as most of the models with PTRS are mostly on the top. 20dmg/40dmg (27/54 with mark) is the output they can do per shot between either deflection and penetration. It didn't require a single of them to pen to deal that remaining dmg. 27*7 = 189dmg PIV: -6pounder -2 Guards Guards: since it freezes, the camera angle and movement is hard to see but i guess between 9/11 shots. Pen is 85/100 at that range and PIV armor is 180/90. Hitting from side makes more likely for rear shots. At 10 shots, it needed 6 shots to pen and 4 to bounce. If more than 10 shots were fired, you needed less shots to pen. At the end of the day, that tank died, because the user forgot to use smoke canisters. As the 2nd tank procs it and escapes easily after been buttoned as well. In: COH2 Balance |
Thread: Sniper Role Overhaul29 Apr 2018, 14:11 PM
Because the suppression lasts less time then the reload of the sniper, the sniper will be incapable of keeping an enemy squad suppressed indefinitely by itself. Correct me if i'm wrong, but that's not how suppression works. You can't arbitrarily set a time of suppression, you can just set a unit to have X amount of suppression to apply per shot. The time a unit remains suppressed, is equivalent to the amount of suppression the unit received, the stance of the unit (combat or not) and the cover. With current RoF, suppression should be high enough to suppress any unit in neutral or yellow cover, because as game progresses, it would be useless once there's plenty of cover generated through explosions. What about heavy cover? It would be useless due to RoF. Even an MG42 can suppress a single conscript squad, after some burst due to model count. Not that the idea doesn't have merit, but it is something more towards a future CoH3. Which in that case, i'll rather they move towards a model on which snipers works with a %HP crit threshold so they must work in tandem with another units rather than been stand alone man power attrition armies. In: COH2 Balance |
Thread: I strongly oppose the Soviet sniper change25 Apr 2018, 17:13 PM
I'll repeat myself, cause it seems this discussion is going around in a useless loop. 1- Why not make the spotter rifle transferable instead of the sniper one. Now you don't have to be afraid of trying to countersnipe as OH. 2- 2 models are 64HP are unkillable!!1!1. Increase received accuracy. Counters have also been buffed (in the case of 222, isn't it a 100% increase from 0.75 to 1.5?) 3- Improve incendiary shot 64dmg AoE. Lethal and reliable to kill sniper squad, non lethal but damaging to other units. 4- Make flares reveal cloaked units. Now you can keep the SU sniper SQUAD, with crappy cloak, 2 models and average RoF. In: COH2 Balance |
Thread: New Community Manager for CoH-Serie24 Apr 2018, 19:14 PM
Sniff sniff...what's that smell ? I’m also the new Community Manager for the Company of Heroes franchise. I’ve been helping out with some COH related things for a while now, and I’ve been a fan of the series long before I joined Relic. Needless to say, I’m stoked to be taking on the role! Poor soul...
I can’t say more just yet, but I’m super excited for what’s to come. Stahp. Delete that. The most dreaded word i can ever read on this industry after "Soon™". Godspeed for our new In: Lobby |
Thread: a Discussion Balance, Flavour and #ESPORTSREADY24 Apr 2018, 18:37 PM
The problem is that the two issues are almost always combined. Most top players will correctly identify the problem, this isn't a bad thing it's very important. You are confused in some facts. 1- Demo + explosives was a bug, on which damage was multiplied instead of added. Demo + mine against infantry was a stupid overkill. Demos on their own were more than not, single unit squad wipers. IMO, demos should had retain lethality and useage, but made them more visible if not used in buildings or cover. You wouldn't need a minesweeper to see the model if it was in plain sight. 2- Abandon mechanics with functional vehicles makes no sense, if the crew can't be saved like with USF. Abandon mechanic with engine criticals are fine although some refinements could always had been done (Overkill should never allow for abandon AKA heavy offmap artillery not completely wiping artillery vehicles). And while I understand some of the complaints towards homogenizing the factions, I personally don't think this is the end of the world. But really, the entire history of CoH2 is a story of rolling back additions that were poorly implemented or poorly 'fixed'. +1 -People playing offmeta vs meta (always) -Relic releasing new factions and commanders (1st pic) -CoH2 meta before community patches. (2nd pic) -CoH2 meta after community patches. (3rd pic) In: Lobby |
Thread: Odd damage output20 Apr 2018, 22:14 PM
10 range ? In: COH2 Bugs |
Thread: I strongly oppose the Soviet sniper change20 Apr 2018, 18:08 PM
Just want to point out few stats, since coh2 stats is down for some reason. 1- Cooldown , reload and frequency is fine. 2- Ready aim time is bad, cause you need to multiply it by it's aim_time range. You are also missing, fire_aim time. OH sniper also get's ready aim of 1.5 (all snipers get it) 3- Also missing wind up/wind down. So Ost Sniper: Ready aim: 1.5 > 2.625 Fire aim: 1.5 > 2.625 Aim_time_multiplier: 1.75 Wind up/Wind down: 0/1.625 Sov Sniper: Ready aim: 1.5 > 2.625 Fire aim: 1.5 > 2.625 Aim_time_multiplier: 1.75 Wind up/Wind down: 0/1.6 In: COH2 Balance |
Thread: Spring Update - Balance thread20 Apr 2018, 17:38 PM
In an ideal world: Manual reload with autocast ala Warcraft 3. The best of both worlds. In: COH2 Balance |
Thread: Spring Update - Balance thread20 Apr 2018, 14:08 PM
IB4: what about pushing an MG, waiting for X amount of time it takes for automatic reload and then push again ? In: COH2 Balance |
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