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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: when will the commander patch be released?9 Jun 2021, 18:23 PM
Once everything that broke down the game is fixed. In: Lobby |
Thread: Commander Update Beta 2021 - British Feedback9 Jun 2021, 18:22 PM
... 6/7 years too late. Emplacements should had just been "trenches/garrisons" that unlocks new abilities, leaving the possibility to move the weapons around and it been possible to actually bleed/kill models for mp drain rather than been either destroyed or nothing. The 17 pounder should just be equal as it is now. In regards to Bofors, it could be cheap AA only unit and only when deployed for X resources it is able to attack ground targets or use it's barrage. Moving it from place recovers a % of the resources expended letting it be deployed somewhere else if needed. In: COH2 Balance |
Thread: Infantry combat9 Jun 2021, 18:04 PM
Snip 1- It's not unfair to put it that way, because there's a difference between a "re-skin" of a unit or trying to use, rework stats and implement unused abilities/units which are already in the game versus trying to invent a new mechanic or inherently fix something which hasn't been done in 8 years. Things get done when at least some proof of concept and execution is already in the game. Howis 2- In YOUR eyes it's fair. Probable on many other eyes and maybe Relic (we can only speculate here) limiting units is not necessary or desirable, specially for niche units. You are not solving artillery spam on teamgames by just limiting Howitzers to 1. Rocket artillery exist. Static Howitzers can also be easily decrewed and bypass any 1 time limit. 3- Raid section see response 1 Recent last call changes 4- Which was a bad call in their part, as it looks like a band aid at most. 5- In regards to that voting discord pic, this is my opinion. If anything, that shows that team game "casual" perspective can take precedent over mostly 1v1/2v2 opinions. Imo, from personal feeling, dev team do tend to make better changes then Relic back in the days. Their changes are for sure closer to the reality, then Relic ones, but overall aproach is still the same. And if anything goes wrong its "scope, not a full time job, relic forbits". Maybe its not like this and I'm completly wrong, but it sure looks like it. I feel like people on this community throughout the last years have been privileged in how much their input can be heard and implement to the point people feel way too much entitled and arrogant as far as when things don't go their way or feel like they aren't heard or responded to. At points, it feels like they don't play any other PvP game which requires fine tuning balance at all. Good luck having this kind of interactions at all. Or even an explanation as to why X or Y was done at all (at least my xp from other games which big enough that bureaucracy is a thing) We are entitled to our own opinions, enjoyment or disappointment in regarding to the patch or game. Anything else is extra. No wonder best we can have is forum discussions, which btw rarely even have a disscussions in them, since the fanboy\rant threads tend to be much more popular and collect 100+ messages, while constructive threads do not. It's simple. The admins/owner philosophy is that anyone should had a voice therefore the balance section was nicknamed the "Latrine". You can't give everyone a voice and expect to have a constructive thread when there's so much gap in game knowledge between users. Which in turn lead to the creation of either private steam groups or in this days Discord. Which, yes, this is counter productive to been transparent but from a pragmatic point of view more effective. And it's not like it's such a selective "exclusive" group. The invitation hand has been extended throughout the years to those who have help or willing to help, open minded and don't have a crystal ego that will make them mald at their first clash of opinions. In: COH2 Balance |
Thread: Infantry combat8 Jun 2021, 22:46 PM
Outside of the fact that we still don't really know exactly how suppression behaves, Armor and RA behaves equally for infantry. Shocktroops don't behave differently from other infantry because little to no amount small arm fire has pen higher than 1. In: COH2 Balance |
Thread: Infantry combat8 Jun 2021, 20:42 PM
... I think you don't understand what i'm implying. I could care less about un-implemented units, i'm talking about a new different mechanic to be created from nothing. You are describing a mechanic which not only obliterates "blobs" but single squads. The same problem we had with things like demos or old damage profile of mortars. For it to work, someone needs to figure out a different way to apply it. if concept was working in vCoH it can be make into CoH2, with proper stat ajustments to represent differences in gameplay. We don't have the luxury to "hope" for something to work or be created by "SOMEONE". Which is why i said: unless someone provides already a implementable concept in the form of a mod, the only thing we can do is change stats. Because even when we had mods, most of the time they are done in a "hack" way that is not applicable into the base game (see USF new redesign base). In: COH2 Balance |
Thread: Infantry combat8 Jun 2021, 19:14 PM
ISG was never wipe friendly and Pack Howie was only OP (compared to the average performance of mortars) once it manage to get vet. Mortars with suppression means you are no longer using infantry to fight from min 7 onwards.
You'll have a problem with how suppression as a mechanic work, rather than the delivery platform been mortar type of units. See how mine suppression is implemented atm and how it can't achieve that desired result. Incremental values unfortunately seems to only work based on number of models and not number of squads nearby. Which is stupid how 2 squads of 7 man conscripts can be close to be equivalent to 4 Obers squads. Every time someone mentions that something that is not already in the game is possible to implement, i want to see anyone mod it into the game. I wouldn't mind seeing mortars with their AoE radius doubled but maintaining their current damage model and the extended range damage been something as basic as 5, and ONLY IF they hit 3 squads (not based on number of models) it should provide light suppression. In: COH2 Balance |
Thread: Infantry combat8 Jun 2021, 16:37 PM
... Correcting some mistakes. Well... in terms of suppression been given to small indirect fire, it was already tested and extremely disliked by the whole community and deems as one of the biggest mistakes done by Relic balance team. It was applied to both the ISG and the Pack Howie and the game revolve around spamming 2/3 of them and just seeing how they would suppress and pinned everything from distance. A single shell hitting a single model on the distance won't force you to retreat that squad. Been suppressed and unable to move or fight back will do so. And it's the same problem with "demos". It does not discrupt blobbers in any way higher than every single alone infantry squad. And applying it to barrage only doesn't work as well, cause blobs tend to be mobile (although at least it would be more bearable since it would at least require player input) In regards to friendly fire, that's a thing i have always asked myself as to why it was at least not standardised so they all share similar values for equal weapon categories. We have friendly fire, but it goes from trivial to deadly and there has never been a patch which fixes it. In: COH2 Balance |
Thread: Commander Update 2021 Live Now8 Jun 2021, 16:22 PM
Can we unpin this thread until it's actually live again? Every time I see this thread and I realize the update is still in the oven I get crippling depression. Zug zug In: Lobby |
Thread: Infantry combat7 Jun 2021, 18:33 PM
I noticed that in the latest versions of the game, the infantry is simply crazy melting other infantry. If you look at the versions of several years ago, there is no such thing. I think need to slightly slow down the pace of the game and either slightly reduce the damage for all infantry, or it can reduce accuracy or some other options. Which version? People forget how lethality was back in 2013, 2014/2015. 2013: Low fire arms lethality, high lethality in everything else. Cover didn't matter at all, support weapon spam was a thing. Games generally ended in the first minutes with LV rushes or call in spams. 2014: High lethality on everything. We are not even close to post WFA/UKF infantry lethality. And if anything certain units have become more beefy with vet (which reduces lethality). Double weapon been the norm (1919s, G43 + LMG42) or elite units been stronger. Pre nerf Shocks, that time they buffed PTRS for Guards, Paras, pre nerf Rangers, Obers, old design Falls/PF, etc. If anything i would say burst was the norm, not necessarily high or low TTK. Because pre rework Volks were not necessarily high dps units (although they had way higher vet values which would put them way above current Volks with no STG) but the PSchreck doubled as an AI weapon. Noone actually is quoting stats and numbers here. Exactly. \ That's a possibility but it's far too great of a change. Specially with how eecky we still are with sandbags and late game abundant light cover situation. Not to mention map balance and garrisons. In: COH2 Balance |
Thread: ITT: we list lost features lost due to 64bit patch.7 Jun 2021, 17:42 PM
A small indie company probable has way more employees assigned to their projects than what COH has received during the last 5 years. With time, you get used to it. At least they are still developing AAA games and didn't jumpwagon towards mobile games like a certain "storm" company. In: COH2 Bugs |
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