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: Can we stop loiters from going beyond circles?3 Apr 2017, 16:41 PM
Cause the 2nd plane already tracked the tank while he was inside the circle. In: COH2 Balance |
Thread: OKW Scavenge values should be boosted3 Apr 2017, 16:08 PM
Do you have to pay resources and sacrifice AI in order to be able to salvage or scavenge is FREE, part of the root abilities of the unit? Salvage values of outliers units (Ex: ambulance) should be adjusted. Scavenge values could be adjusted as well after OKW 100% resource income (to make it simple, leave it as it is for support/light vehicles, increase to 10 for mediums, 20 for heavies). Now, if you want to have salvage returns, then you should also have to pay for them. I don't think SP has any more space to add things, so i wouldn't mind seeing a 100muni upgrade on Volks IF Scavenge was not already prime meta commander. Once Party cover is properly nerfed, if no rework of the other abilities is done, you won't see any more salvage going around anymore (Dank Hunter aren't been used). In: COH2 Balance |
Thread: OKW Scavenge values should be boosted2 Apr 2017, 17:02 PM
UKF and SOV salvage is overpowered as hell. What needs to be done is nerfing allied salvage and then reducing OKW fuel costs. Hmm they are doctrinal, one requires 100muni and the other is 4CP 450mp special snowflake UK? In: COH2 Balance |
Thread: GCS Balance Preview1 Apr 2017, 19:57 PM
If the question is serious, yes. Heavy cover doesn't mean immunity to suppression. In: Lobby |
Thread: Airborne company1 Apr 2017, 19:34 PM
snip Thx for the numbers. Been a while and thought was different. As you say, crit is hard to judge. On isolation, using a single Path against any other unit, it might take a while to get crits but once the enemy squad is damaged, crits might start to get rolling. But combined with other things, the damage might ramp up. On the opposite side is the JLI at 75% (which is huge difference with 80% since it requires 20dmg instead of 16dmg). For their role, you missed the part where i said basically: "You'll have 3/4 Rifles + mortar and eventually an Officer. You then want to add more infantry on Pathfinders, support weapons and/or Paras?" I differ on them been equal. Mostly on RA. This makes JLI combat efficient on their own, while Pathfinders requires screening. At the end of the day: JLI (1v1) are been "spammed" and no one dares to pick Airborne or build Pathfinders. In: COH2 Balance |
Thread: Airborne company1 Apr 2017, 06:07 AM
You are actually mistaken Pathfinder have more PDS then JLIRS that can become even better with rack weapons. Working from memory More DPS at close/mid range. JLI get more DPS at mid/long range. Carbine vs Kars Path gets 2 carbines with 40% crit. JLI get's one with 75/80% crit. If it's 80% then it just need 1 hit from Kar to crit. 0.8 vs 1.0 receive accuracy. Because of this, Pathfinders are way more support unless you give them double bars AND they get vet. JLI end up scaling better through vet. Commander wise, Pathfinders are there as a single unit to deploy beacons. JLI get access to volley grenade, scavenge and booby trap. As part of the faction, which is the most important, Pathfinders on their timing/arrival/function are redundant. You'll have 3/4 Rifles + mortar and eventually an Officer. You then want to add more infantry on Pathfinders, support weapons and/or Paras? Pathfinders: -Changed to 0 CP. Start on cooldown. NO infiltration (i don't think the unit needs it) -Reduce weapon slots to 1. -Reinforce cost to 0.40 (30mp) -Increase cd on beacon or make them actually have to build them (IIRC they assemble automatically) 50cal/AT gun: -Changed to 75muni each -50cal goes to 2CP (is it already?); AT gun to 3CP While it may seem cheap, support field operation from UKF is 150muni for a Vickers, UK AT gun (better), med drop and movement n reinforce speed bonus. Remember that you also have to take into account that you still have to reinforce the weapon (cheapest been RE at 25mp per model, so extra 100mp). P47: -I'll rather lower the cost to 200MU rather than increasing the performance (i think it's fine leaving it as mostly an anti heavier tank tool). On the other hand, i'll raise the CAS cost to 220/240MU instead. In: COH2 Balance |
Thread: OKW Scavenge values should be boosted31 Mar 2017, 21:50 PM
My general opinions: A) I'm on the opinion caches shouldn't give resources to teammates as it devalues territory control. -This is one of the reasons that 2v2+ devolves into spam of vehicles and further shortens tactical infantry play. -Since i know this would be controversial on randoms (rush to build caches for own sake), if the technology was there i would allowed for multiple caches to be built upon in the same point (subsequent caches would add +50% health) B)With idea A been implemented, there won't be any need for OKW to also have caches. What i would like seeing been implemented back is resource conversion with some tweaks. Mechanised group get's an upgrade which lets it get back fuel/munition conversion. Instead of swapping fuel for muni or viceversa, it would drain mp for either resource. Numbers are just for example value: upgrade cost 200mp and drains 20mp/min. Gives 1.5x the amount of resource of a cache. C) OP ideas about scavenge. -Returning scavenge of neutral vehicles and wrecks > REALLY BAD IDEA. -Increasing value of scavenge. > Depends. I would increase vehicle value for mediums/heavies +10f/15f (TBH i don't know what are the current values and if they change depending on type of wreck) but leave it at +5 for lights. Support weapons should give munitions instead of fuel. The real power of scavenge is not the resources you get, but the potential to deny abandoned support weapons. In: COH2 Balance |
Thread: MARCH 28th UPDATE31 Mar 2017, 14:36 PM
In: COH2 Gameplay |
Thread: new update, still spam better than mix.30 Mar 2017, 20:08 PM
Wait, how are we supposed to reply to a thread without opening post? Why is the post invised if its the first one? Someone made a mistake. Thread locked. In: COH2 Balance |
Thread: Could you please reinsert the UKF mortar pit bug?30 Mar 2017, 15:21 PM
There is a lesson you can get out of this: First of all: replay. Cause you can describe all what you saw during the game, but there's probably plenty of things you are missing. Second: you have to realise that capping the map doesn't mean you are winning the match. People often forgets that mp attrition war is more important than mindlessly charging forward. Third: you opened a thread to complain after only playing 1 single game on which the bugfix didn't had any effect at all. Also, if 2 mortars of any kind are hitting a single squad, be it a mortar pit, 81mm, 82mm, 120mm or whatever, there is an RNG shot that it will wipe a squad, specially if you are sitting on yellow crater cover. Disclaimer: mortar pits needs nerfs, but OP point is wrong. In: COH2 Gameplay |
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