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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: The future of COH2 post April / May patch25 Apr 2016, 20:58 PM
In: Lobby |
Thread: Give Rakken a 'dig in' ability.25 Apr 2016, 20:22 PM
My Suggestion is, just decrease the vet requirements slighty It's been a while since i played 1v1, but i do frequently get vet3+ Rak on the higher modes (2v2+), specially after they hit vet1 as they are easier to micro (cloaked all the time). Prioritize vehicles while in garrison would be good as a starter. On the current patch i do think they are fine, but with the new mod, i think some tweaks might need to be done if PS are removed. In: COH2 Gameplay |
Thread: Updates on BALANCE PREVIEW MOD 25 Apr 2016, 20:00 PM
222, flamer halftracks, AA halftracks, Panzer 2, 250 halftracks (rare). All of these are countered by the T70, and the T70 is also extremely lethal against infantry and is part of the natural tech progression for Soviets. Doesn't the 222 and the P2 fair well against the T70? And while we don't see AA HT cause of it's ease of use, doesn't a defensive AA HT deal a considerable amount of damage on approach? In: Lobby |
Thread: These OKW HQ nerfs are over the top24 Apr 2016, 22:01 PM
It's not a matter of cost, rather than timing. Healing gets push a bit too back, specially if you go mechanized. That's why i'm saying that it could be better to push back others thing or increase cost of other tech instead. In: COH2 Balance |
Thread: These OKW HQ nerfs are over the top24 Apr 2016, 02:38 AM
Tournament/Custom games > Ladder Playing more games won't give you necessarily more knowledge on interactions or game mechanics. I think this preview patch is more about gathering information by spreading out "Mirage's mod" in order to get further playtests than a simple preview of what's coming up. There are good, bad and questionable changes but i think there's little point on discussing about the players on the balance group in comparison to the changes themselves. Regarding the changes, i think it's a good idea to give side tech upgrades to OKW, but i do think healing should be more accessible. I'll rather put other things behind as upgrades (MG, flame nades, shreck/Panzerbuche) as leave the current status for the medics. What could also work, is making SP vet1 medkits be AoE consumables while also putting them at vet0. PD: what about bringing back resource conversion? Maybe as an upgrade? Maybe mp drain instead of muni/fuel drain? In: COH2 Balance |
Thread: Doctrine Arty/strikes22 Apr 2016, 21:27 PM
Nah Air supremacy or GTFO. Although artillery cover sounds nice. In: COH2 Balance |
Thread: Off-Maps in HQ Sectors Poll22 Apr 2016, 19:21 PM
The extra MGs on the circular base are unnecessary IMO. We have problems on certains maps that MG bunker cover part or completely strategic points outside base, sometimes this extra bunkers make it worst (example Crossing in the Woods). In: COH2 Gameplay |
Thread: Off-Maps in HQ Sectors Poll22 Apr 2016, 03:28 AM
Since WFA and UKF brought powercreep to offmaps thus they decide to disable some of them, my answer is yes so as to bring consistency overall. On the other hand, i'll say we need less powerful bunkers inside base (OKW/USF) In: COH2 Gameplay |
Thread: April 27th Balance Preview Mod Release Notes21 Apr 2016, 22:36 PM
-Mines If the model that triggers the mine dies, the rest of the changes are golden. -Core Infantry/Small Team Weapon Spawn Points Not sure about this one. If it's really needed at all. Snipers Will this affect SU snipers? Can we finally give them same cloaking capabilities as other snipers, make the spotter not be able to shoot, increase hp of sniper model (but reduce sight range and leave it to the spotter). Trip-Wire Flare Mine Can we make all type of flares reveal cloaked units ?
There's no pretty nor easy way to fix this. ATM i prefer the current situation but i'm open to ideas. I'll rather have a slightly worst Volk Shreck and improving the other Elite squads from OKW. Adjust Obers, and fix spacing from Falls. I'll like having the option to call them from base for their "real cost". PD: while the changes are huge, there are still a lot of things that have been forgotten. In: COH2 Gameplay |
Thread: Is the pace of innovation slowing? 20 Apr 2016, 22:25 PM
Idea was fine, implementation was bad. In: COH2 Gameplay |
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