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: To Abandon or not to Abandon4 Dec 2015, 15:54 PM
Apply immobilize/heavy engine damage. In: COH2 Gameplay |
Thread: Give Brits AT Snare With Nade Tech4 Dec 2015, 00:54 AM
Correct me if i'm wrong, but doesn't the UKF sniper "snare" only crits engine on light vehicles ? In: COH2 Balance |
Thread: Weapon racks for Germans or remove them completely?3 Dec 2015, 20:47 PM
Nothing in Coh2's history even approaches these sorts of massive balance issues that other games in the genre have had. It's Relic's most balanced game by far at this point in its life. I'm not saying we are not in mostly a fine state but you can't just ignore what we have endure. -FHT meta or how hitting vet2 suddenly double HP -ISU vs Elephant meta -First week of Osstruppen and AssGrens -TA, Windustry and other attrocities. -Clowncar sniper -T70 with crush -Double damage Katyushas And many more. In: COH2 Gameplay |
Thread: Rocket Artillery3 Dec 2015, 18:10 PM
Duplicate In: COH2 Balance |
Thread: IL2/Stuka single strafe run tracking bug3 Dec 2015, 17:38 PM
Didn't you point this out like 2 months ago? Yeah, but lately Relic has been checking this section. So i'll rather have it here. In: COH2 Bugs |
Thread: Chuko's gameplay, balance and fix for SU 1.03 Dec 2015, 16:52 PM
I like somthing, somthing not, but need more love for some soviet docs and units, first of al its defencive tacticks. Imo 45 mm can garnison like raketen in house, why not ? While i thought about this change, the weight and size of both units is what it makes it different. Great idea to alow Soviets to build bunkers (now used as soviet base defence) with the Defensive tactics commanders. That's more of a rework on the current commander roster. I'll rather improve first on the basis of what the commander is meant to be doing rather than making it plain better by adding call in tanks. I generally like your proposals, but 9cp for double T-34/76 is kinda late, it isn't perform like Wolverine or have useful ability like command PIV to justify CP value. It could be more expensive but have a lower CP to impact shock value, or stay at 9 but have a cheaper price to be more spamable. You can dish out 4 T34-76s for the same cost that OH could bring out 2 PIVs. That's why i don't think it's a good idea to bring the CP count down nor the cost. The T34-76 is already a cheap tank for been gated at T4. To keep it this way is the reason that i went for a bit later CP count (it could still be 10CP as the M4C) and double call, to keep the fuel cost and even lower the mp cost and popcap. In: COH2 Balance |
Thread: Chuko's gameplay, balance and fix for SU 1.03 Dec 2015, 16:39 PM
Wow. We have 10 CP command Pz.V. Or M4(76) spam. Or even 8CP KV-1. And T-34-76 on 9CP? Just 1-Stug-E is 7CP. M10 is a 8CP. Bulldozer and M4C are 10CP. Power level is balanced. It could be an 8CP single tank, but i prefer the idea of "spamming" T34-76s. The whole point is that you have a spammable 275mp/80f/9pop 640hp tank. The T34 is not as bad as having to actually get T4 to get it. In fact, i'm unsure on how effective Armored assault could be made with this (Shock Frontline 2.0) -KV8 45mm shoots at the same speed as the JPIV or faster than most medium tanks at 5.0s At 50% speed on reload, it would shoot at 7.375s. Similar to M36 or faster than Panther. Reminder that i double pen at close range and while it's still at crap levels, you don't have to overestimate been able to dish out damage on top of the flamethrower. -I made a mistake there. If i remove something i'll mention it. Ram should be above Vet adjustments and i've to copy paste secure mode fix. In: COH2 Balance |
Thread: IL2/Stuka single strafe run tracking bug3 Dec 2015, 16:16 PM
You can see the damage dealt from each strafe and how it's way more effective hitting targets out of it's range. In: COH2 Bugs |
Thread: OKW Flak Emplacements3 Dec 2015, 16:11 PM
-Make them actually suppress. -Improve them so they actually hit their targets -Make it a bit harder to decrew rather than throwing 2 nades. On their actual state, they are not worth the fuel nor the popcap. In: COH2 Balance |
Thread: Chuko's gameplay, balance and fix for SU 1.03 Dec 2015, 04:18 AM
I learnt the insides out of the 45mm at gun with the Reddit's speed run challenge Canister shot on the Greyhound is not as scary even if it deals 80dmg. The reason is that they removed the death crit. Canister, HE/fragmentation shell. All it's good if it's not more than a soft AI option. The AT round could also do with a bit better penetration. It's not much better than the standard IS-2 which does not need to switch ammo. With the long reload and countdown on switching ammo, plus the removal of far sight, the designated AT round could be improved a bit more to make it better at fighting German late-game tanks. The ISU152 is mostly your squad wiper rather than an AT platform. I feel like is balance atm. If penetration is increased, i'll rather see RoF lower down. A bit more consistency wouldn't be bad. In: COH2 Balance |
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