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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: Filter 26 Nov 2016, 19:10 PM
There is only 1 server and it's on NY. In: COH2 Gameplay |
Thread: Winter Balance Preview Changelog26 Nov 2016, 01:06 AM
Thx for the answers. We are not aware of a bug to the Engine Shot. Perhaps it's because the range is too short? Now that the two abilities are non-overlapping people will actually get to use the Engine Shot. Regarding this, IIRC if you trigger both abilities at the same time, you would end up having a continuous stun shot on the main gun. What they did was simply deactivate been able to use both at the same time or in a short interval. As the stun shot no longer holds in place a vehicle i think it would be much more fair been able to use that short range snare. In: Lobby |
Thread: Winter Balance Preview Changelog25 Nov 2016, 23:50 PM
Ok here we go: Reinforcing halftracks M3 HT(UKF): gets nothing on vet 2 and vet 3 Rip Copy paste other HT veterancy Is the 251 HT the only one which can move Why not the other 3? The 250 HT? In case the 251 HT is the only one able to, it can transport stolen mortars ? Sniper cloak I do think that the 10s recloak time after shooting OUTSIDE cover it's fine (deals with finicky issues). I do think it's excessive the 3s after combat cloak time. I believe the micro games moving around sniper through cover is a fine mechanic (only for snipers) giving the fragility of them and considering the latest nerfs to it (adding detection and target tables on other units). IF there are issues, i only think that this is the case for the OH sniper vs USF match up and UKF vs OKW. Till they change a bit the SU sniper (problematic for been 2 models but having crap cloaking) i don't think it's an issue. For the OH vs USF: the addition of mortar + M20 change + 222 change makes more than enough to deal with OH sniper. UKF/SU vs OKW: they have slower RoF. OKW has 5man based main infantry. Aimed shot nerf hurts against UKF. IF snipers would be overperforming, then why not improve and add counters? Brainstorming: Note: all other changes to other cloak units are fine. Puma: is it really needed the nerf? I guess consistency but i don't think the current perf excels at AI and it's fine. Penals: fine with the nerfs. Instead of removing the flamethrower, why not replace the SVT with PPSH when upgraded so actually sacrifice mid/long range DPS? Or add PPSH/DP upgrade? Or reduce satchel cost ? Guards: i think there are TOO MANY nerfs at the same time. Keep the nerfs to vet, nade and AI PTRS but keep the current cost ? Is there any issue adding been able to rebuy PTRS ? (What comes to my mind is that them been piñatas would give PTRS to everyone XD) M17 Quad Doesn't it arrive way later than others suppressing HT (both USF and OKW). Muni cost could go down or not (90-100) after those nerfs? PD: you know you have crap AA when they have to buff it by x100. Although this isn't too much and should be 3% per shot instead of 30% ? Other AA sources to same levels ? OH Medkit Self healing ? G43 on PG/ST I still think it's not enough to be useful on them (specialy on PG in comparison to their STG). JLI G43 crit chance? Stuart Now that stun shots no longer disables movement, what about been able to use it with engine shot (does it still bugs?) Aimed shot Can you still target support weapons ? "Due to interference with UKF teching, it will be no longer possible to call Gliders or Air Resupply operation in the base sector" Explain? In: Lobby |
Thread: 222 Spotting Scops nerf25 Nov 2016, 22:34 PM
Basic > 35 Tracking > 49 (Su85) 222 > 50 NEW 222 scoped > 70 Focused sight > 75 (cone) New 222 scoped + C. PV > 84 NEW vet 2 222 scoped > 91 OLD 222 scoped > 100 Focused sight + tracking 105 (cone) New 222 vet 2 scope + C. PV > 109 Old 222 scoped + Command PV > 120 Old 222 vet 2 > 130 Old Ele/Su combo > 150 Old 222 vet 2 + C. PV > 156 This has been an "issue", if it can be said like this, since beta. German mechanized is not useless on 2v2+, specially against emplacement based strats. The 250 HT is bad but the rest is all useable (smoke, scope, LeFH n Command tank). In: COH2 Balance |
Thread: Winter Balance Preview Changelog25 Nov 2016, 21:28 PM
As the first part of my post says, i hope there are tweaks coming out of this preview and it's understandable to try this at first. Regarding this, i don't think snipers would be as prevalent and a big of an issue. I think every faction with the exception of OKW has enough tools to deal with snipers (USF after getting a mortar + M20 change, specially paired with the 222 changes). OKW while not having the same tools as OH, it has a base 5 man model infantry against lower RoF snipers (SU not been quite as used). This is why i said Kubel/Puma (specially after losing aimed shot) could see it's detection/anti sniper capabilities further improved. Not gonna desviate from this units for other solutions as it seems it's out of the scope of the current mod. I think it's correct to nerf camo when firing and not using cover. Not sure about applying this while actually using cover to shoot. snip Check my response to Smith cause i think we are on the same boat although my posture is not as extreme. In: Lobby |
Thread: Winter Balance Preview Changelog25 Nov 2016, 21:05 PM
Reminder that this is a preview, and i hope this time, people end up playing it and giving feedback while in return Relic applies changes (the whole point of doing a PTR/preview) Snip UKF vs OKW is also a match up with sniper vs non sniper faction. "When firing a shot or using an offensive ability when not camouflaged, the unit will be unable to return to camouflage for 10 seconds" I do feel like this part is okay (no longer you can fire from out of cover and camouflage instantly) "Snipers cannot cloak until out of combat for 3 seconds" This part i'm not sure of. You'll get your first shot out of cammo but following ones not? Can someone explain how long combat status is applied in case you are not been fired? If i understand it correctly, i don't think the 2nd nerf should apply. I still think there are camouflage issues with SU sniper and in case OKW is having problems against snipers, you can always improve the Kubels/Puma (?) detection and anti sniper capabilities. Edit: comments regarding rest of changelog comming soon (still have to digest all of this). PD: "No big balance patch coming soon" and this thread comes to flip the table PD2: The biggest shitstorm of this year In: Lobby |
Thread: Idlers25 Nov 2016, 00:49 AM
Gunshot soundbug whenever a game is found In: Lobby |
Thread: How ELO works: Question23 Nov 2016, 23:05 PM
They hide "stars" from faceplates. Good luck having a proper rank show up prior to starting a game. In: COH2 Gameplay |
Thread: PaRaNoMiA and his chat :)23 Nov 2016, 18:03 PM
if u dont want trash talking go to play hearthstone! Well met! Well met! Well met! In: Lobby |
Thread: How to fix: OKW21 Nov 2016, 20:27 PM
I'm not gonna go in order of importance but rather what i'm seeing here in order http://stat.coh2.hu/okw.php -Reduce incremental value of units when they get vet4 or vet 5 -Make it so that vanilla weapon crew deals the same (low) damage as other crews from other factions -Volks: (somehow) they can pick up a weapon from ground after they upgrade to STG but it overlaps one of the STGs. -Sturm: medkit stash procs an AoE healing. No longer requires vet. Replace vet1 with 25% construction rate from vet 3. Move from vet 5 "no longer receive penalties while repairing" to vet 3 -Kubel: detection has a cd. MASSIVELY reduce vet requirements. -Rak: cd on cloak. Reduce aim time and balance it with reload. -ISG: better antigarrison capabilities. Smoke and Hollow shells (modal). Reduce by 10 AA range but keep it on barrage (which has to be part of an overall change to indirect fire for all factions, AA less effective but improved barrage) -IR HT: fixed maphack. -Flak HT: +20hp, smoke cost muni, improved weapon performance (specially antigarrison), QOL on setup time and if possible bugfixing -P2: fixed mg for cautious movement (cd on skill) Regarding medics: -Make it an upgrade tech on HQ. After researched, give it X cost (mp or muni) and you can build medics on HQ or on Battlegroup or -Medics comes with BG HQ. Increase cost to deploy Flak HQ with the current medic upgrade cost. Regarding Flak HQ: -Deploying Flak HQ comes with Obers n JPIV. It cost half it's current cost but doesn't have access to PIV, PV or the flak gun. Flak gun upgrade unlocks the rest. -Ober: whatever change makes them slightly more cost effective prior to hitting later vet stages. Vet4 passive suppression becomes either a defensive stance not been able to toggle on combat or becomes a muni suppression ability (just remove the passive suppression). Just read it: swap cancer nade with nuke nade. Nuke nade unlocks on vet instead. -JPIV: phaseshift and ridiculous vet5 -PIV: (in general) +10 pen ? Doctrinal: -IR STG: adjust it so it's more on the AR profile -Heavy fortifications: increase construction rate -Flak bunkers: OKW inside base flak HQ are replaced with MG bunkers. The HQ flak bunkers are moved to be buildable from heavy fortifications (improve AA capabilities) -Valiant assault: not sure if it's working or been effective. -Airborne assault: legend says there was supposed to be an AT strafe -Sturmoffizier: give it scaling veterancy -Emergency repairs: i don't want superglue 2.0 but give some love -Panzer commander: talking about spreading the love -ST: start by removing the bs crits. -1 damage would make wonders. -LeFH: give it proper veterancy, specially at vet4-5 -Zeroing: improve it or reduce muni cost from 300 to 200 -Hetzer: yeah, there is a flamer hetzer in the game -Forward receivers: once all trucks are deployed, give radio intercept -Sector assault: it's bad. Give greater than three In: COH2 Gameplay |
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