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: Maxim Post-Patch2 May 2016, 23:17 PM
Death-loop is not a bug, is a designed choice. Now that maxims have been nerf, we can just give it the same teleport magic other support weapons have. In: COH2 Gameplay |
Thread: Double cancer (look at the chat)2 May 2016, 17:34 PM
This is a month old replay uploaded just for the chat it seems. Why bring it back? Locked. In: Replays |
Thread: A mechanic to prevent blobbing2 May 2016, 17:29 PM
NOTE: this is from August 2015 Burst small arms and focus_fire: false In: COH2 Balance |
Thread: A mechanic to prevent blobbing2 May 2016, 05:21 AM
I find it counter intuitve and visually confusing that three squads clumped together will be just as hard to hit as if they were spread out when it comes to small arms, especially when explosives and tank shells act the way you would expect, doing more damage to clumps of units. For that reason alone, a mechanic like this is something i would like to see in the CoH series at some point, though I have no clue if something like that could work here. We need Cruzz, Smith or whoever has more knowledge, but there's already a mechanic implemented on the game that works like that. In: COH2 Balance |
Thread: A mechanic to prevent blobbing30 Apr 2016, 19:30 PM
This idea to apply the same logic to all small arms accuracy (maybe not tank guns and the like) has been mentioned around here before and was given serious consideration. For good reason. Nobody complains about the incremental accuracy for MGs, and with good reason. Problem with incremental accuracy for MGs, is that it also affects AoE suppression, which also affects suppression rate for different squads. A 6man squad get's suppressed faster than 4/5 man squads. Copy pasted from an old post In: COH2 Balance |
Thread: A mechanic to prevent blobbing30 Apr 2016, 19:21 PM
As pointed out, received accuracy doesn't really work since it would mess with defensive positions far too much. IMO, just increase the AoE suppression multiplier a bit (i.e. more than it is). Blobs in the open would get suppressed quicker, units defending wouldn't really be effective due to cover's impact on received suppression. Unfortunately, this isn't how suppression works. It will make suppressing squads in targetable cover more easily. It would also affect suppression rate on 6 man squads. In: COH2 Balance |
Thread: Infantry Tactics30 Apr 2016, 04:31 AM
... 1- If you have the time and will http://stat.coh2.hu/ There you have "easy" access to most weapon profiles. Short is practically between 0-10. 10-25 is mid and 20-35 long. From 0-10 cover is "ignored" with the exception of garrison. To give you an idea, 10 is practically the length of a SU sandbag, 15 is the range of molotov, 20 of nades, 35 is normal sight range for infantry. As a general rule of thumb: SMG are excellent at close, bad at mid and horrible at long. Carbines/Assault Rifles are great at close, good at mid, decent/average at long Bolt Rifles are decent at close, decent at mid, good at long LMG are decent at close, good at mid, excellent at long There are exceptions and weapons vary on their performance but it's a start. 2- Moving reduces your DPS. Some weapons are less penalized such as SMG, ARs and Carbines. LMG can't fire on the move with some exceptions (Obers and Paratroopers). Getting close increase killing power (with the exception of most LMG) but some weapons improve better than others (see rule of thumb). You DONT want to get close to Pioneers, unless you have a unit which excels at close range as well. In: COH2 Gameplay |
Thread: Some advices 29 Apr 2016, 18:56 PM
Also, assume if long range is 25/30/35 or inferior. Most people assume long range to actually be medium most of the time. In: COH2 Balance |
Thread: The Balance Preview Mod has been temporarily delayed29 Apr 2016, 18:02 PM
what actually happened with shrecks now ? What I see ingame does not match with what I rad in patch notes oO Balance PREVIEW MOD In: Lobby |
Thread: Improve Grens in number 28 Apr 2016, 23:11 PM
Necromancers OP, plz nerf. Locked. In: COH2 Balance |
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Latest replays uploaded by elchino7
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43 |
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