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: WBP Merged changelog (v1.0 to newest)22 Feb 2017, 18:46 PM
Modhat: invis some posts. You've already been told to solve this kind of discussions through PM. In: COH2 Gameplay |
Thread: WBP Merged changelog (v1.0 to newest)22 Feb 2017, 13:15 PM
More like buff for bad players and nerfed for good players. Usage potential has been brought down. If you weren't using PIATS before cause you didn't know about attack ground: it's a buff. If you were using PIATS before, by using attack ground to kill OKW buildings, emplacements and pinpoint hitting vehicles with high deflection damage: it's a nerf. Reminder that this are the changes:
I'm mostly only seeing nerfs. If i had to choose from having a bazooka with less range on a mostly non mobile snare faction or old PIATS, i'll keep old PIATS. In: COH2 Gameplay |
Thread: A Stupid Idea for USF20 Feb 2017, 17:27 PM
WBP didn't touch it. After WFA release and it's required nerf, it has never been use-able early on. In: COH2 Gameplay |
Thread: Volksgrenadier's Panzerfaust range20 Feb 2017, 17:25 PM
I In: COH2 Balance |
Thread: Volksgrenadier's Panzerfaust range20 Feb 2017, 14:45 PM
... So they have the same casting range? Can we just close the thread if so? (Don't have access atm to check that info) In: COH2 Balance |
Thread: A Stupid Idea for USF19 Feb 2017, 23:20 PM
as well as their ability to volley fire which may be crucial in some early game parts in order to gain ground and force the enemy to retreat. Since the nerf, Volley fire is no longer viable unless your opponent is asleep. You won't suppress anyone fast enough before they focus fire the RE and kill you. OP: IMO you are just handicapping yourself in case something goes wrong. If you can somehow make medics jump before the ambulance get's killed that's "good" but putting a utility/combat unit out of the match is never a good idea. In: COH2 Gameplay |
Thread: Why is the Pershing so cheap?19 Feb 2017, 23:04 PM
Just delete this thread since obviously I was wrong. In: COH2 Balance |
Thread: OKW vs USF 1on1 balance19 Feb 2017, 14:20 PM
Second: THEY ARE NOT A SHORT RANGE SQUAD. Think about PG on steroids. They have great DPS at ALL ranges but they are glasscannons. Do not use them for assault unless you are going against support weapons or you are screening with Volks and your opponent doesn't know what is focus fire. Stay at range against SMG/AR. Stay closer against LMG/Rifles. But mostly, sit them on cover. Third: nuke nade In: COH2 Balance |
Thread: not released commanders19 Feb 2017, 13:54 PM
snip There's a fundamentally difference: it's easier (not impossible) to sell non-gameplay affecting DLC on all those games, cause they belong to a different genre. 1-It's easier to see skins on a FPS or MOBA than on an RTS. Skins on MOBA also comes with new audio queues and FX. We can't make soldiers shoot flowers. 2-You can't freely willy add new gameplay elements. Hearthstone is an CTG, with one of their fundamentals been card collecting. MOBAs have a huge roster of heroes/champions and freedom of creativity on what to implement. An RTS (been more of a niche genre compared to the past) has way less space to expand. Even more, a game based on a certain time period which is not modern/science fiction. To not further go deep in the subject, when one plays an RTS you don't expect to "win" a game by having a certain commander/bulletin on your loadout or not. If that would be the case, then you shouldn't have to go blind into RANKED automatch. Map appears, each players selects it's loadout (commander + bulletins) and then the game starts to load up. 3-The whole P2W sentiment would had been different IF: A) The game was not sold at a premium cost. There's a huge fundamental difference between a F2P and having to pay for the game, and expend on DLC just to remain COMPETITIVE. B) Supply system from the getgo and not 2 years later. C) Balance patches been more frequent. Ok, you release overpowered commander? If there is a completely broken function you SHOULD patch it as soon as possible (1 week). Balance adjustment can be done with some feedback info from +2 weeks. Small baby steps, not huge swings (no ninja changes as well plz) 4-Instead of messing around so much with the competitive mode, i'm not sure why they didn't expand on the compstomp community. They have the numbers so they probably know better, but i think there was space for the Theatre of War to shine. Release solo/co-op missions and you can then sell completely overpowered commanders which can ONLY be used on custom/co-op mode. In: Lobby |
Thread: not released commanders17 Feb 2017, 21:28 PM
You want Tiger Ace 2.0 and Windustry in the game again? This is how you'll get it. No retreat commisar commander: it's not gonna be released cause systematically we have removed abilities which manipulate resources drastically. Commisar, as unit is there, but don't expect the original concept to be implemented (you can't retreat, insta production of infantry units, more mp gain, mp blitz) Soviet Ace T85s: yeah... That went really well in the past. Same as having "light" cheap t76s as callins. Defensive commander 2.0: i can't remember well but it was quite boring. Some abilities were useful (mg bunker) but not just to dedicate a commander for it. Penal OH commander: Original UK Air superiority, flame barrage on mortar and 5 PG with shocktroops armor and double flamethrower. What can go wrong. OKW tools for OH commander: repair pios, AP shell (?) and command tiger/PV. I'm pretty sure i'm combining 2 commander concepts (dude with stuff) but can't remember really well what they looked like. Resource manipulation abominaton (OH commander): i think this didn't left the concept board so let's leave it at that. The best thing they can do is: get all those interesting ideas/units/abilities and start swapping them with the gross amount of repeating skills we have in the EFA roster. Example: SU: NKVD: receives the commisar Armored assault/Advance warfare (this 2 would make "some sense") or better yet any non-never-meta commander: Green T76s, Elite T85s (it should cost fuel), global blitz Defensive commander/Urban defense: mg bunker, defensive ability OH: Kinda harder to select a commander but it should be prioritise to not select any meta or almost meta commander. Air supremacy 2.0, BALANCED Assault PG, command PV/Tiger, mortar flame barrage, repair pios In: Lobby |
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