.50 cal needs a proper thread.
MG34: reduce vet requirements or increase damage by 1 (or just revert damage change)
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: What to do with the MG34?18 Aug 2015, 20:27 PM
In: COH2 Balance |
Thread: The lowy bunker spam!!! I am angry18 Aug 2015, 20:22 PM
Replays please. Before saying you are a good player, in order to avoid troll post/response), put your playercard. IF you are a really good player, that shutdown those kind of answers. In: COH2 Balance |
Thread: More durability for light tanks18 Aug 2015, 20:05 PM
2) There have been several videos from "elite" fps players like Levelcapgaming, Jackfrags, and one of the best analytical cod players Ozerec that discuss how they disliked the faster ttk in certain games because it discouraged more player movement. Youtuber =/= Elite I don't know Ozerec, but LCG is a clown. His credibility is really low. I could accept you a "xRivalFactor" even if he got own by real "elite" players during tournaments (BF3 scene at least). -------------------- The thing is, when we had the old tech system, i would had been in favour of having 340/400HP T70 (specially when we had T34 on the same tier) Right now timing, cost and firepower had to been reworked in order to increase it's health on a unit which is on a fine state. (Yeah, i know you mention this. To me it sounds you don't want to use the tools at your disposal) Compare it with the Stuart. I wouldn't get a T70 if it had firepower equal to this unit, cause the USF is meant to tackle other light vehicles and help dealing with mediums if supported. The T70 is designed as a "sniper on wheels", that's the reason it also has recon mode + veterancy which further boost this and repair crew on top to help with survivability. The only change i'll like seeing is increasing repair crew HP regen by 20 (so it completely heals after a faust). That's it. In: COH2 Balance |
Thread: Need a stat master.18 Aug 2015, 05:59 AM
AND AoE supppression is only applied on hits. That's why hitting vehicles or tank traps generate huge amounts of AoE suppression as they always resolve as hits. (Read the whole text) In: COH2 Gameplay |
Thread: Need a stat master.18 Aug 2015, 01:06 AM
Accuracy DOES play a role in AoE suppression. Answering the issue with green cover and suppression. Test i made a while ago Information: Quoting cruzz from the other thread: Incremental accuracy is probably +15% for every 2 or 3 models in the search area in addition to the one being fired upon. It's definitely not per each model. Takes too long to test to give a certain answer. In: COH2 Gameplay |
Thread: More durability for light tanks17 Aug 2015, 22:29 PM
snip Again, how much health you want the T70 to have? Other light tanks? Other light vehicles? Light scoutcars die to 2 AT gun shots (1+ some extra damage) HT dies to 2 At gun shots. They are not meant to "solo" push. Light tanks dies to 3* (T70 as i said before has recon and vet which let it see further beyond and crew repair for "quick saves"). Medium tanks dies to 4 Right now by timing, versatiliy and specially firepower, the T70 shouldn't get +10/+80 hp. -------------------------------- I'm going offtopic here. "Highly skilled FPS players don't like it when games drastically reduce the TTK". You talk about high skill players and then you back up with: "in the hands of a average player it feels more like a medium ttk game like cod or BF" The analogy was bad. Accept it. I'm out of touch with BF4 but last time i regularly played, it was still 4/5 bullets (not counting headshots which they increased the damage modifier on the last patches) and around .4s TTK. BF3 was even lower (Slugs + Magnum + M16/Aek) Medium TTK FPS are Planetside 2 (gl killing a heavy with shield and medkits) and Dirty Bomb. Realistic games such as Arma or RO put more emphasis on long range low TTK. So we go back into vCoh nostalgia. Even then, i haven't seen those guys agreeing with YOU in the this thread or in the sense that COH2 needs these changes. So your criteria now is top 10, good, again, i haven't seen Jesulin, Omgpop, Simon (Aimstrong?), Luvnest or any other "elite" player complaining about it. PD: infantry dies on 2s to grenades and we are not complaining. (Elite infantry throwing) PD2: i somehow got top 40 as SU and AT top3 Who cares about ranking, but don't make your opinion "plural" by assuming that "top players" also agree with your opinion. I brought that up since you wrote this: "Top players agree with my logic, but here come all the average and below players complaining because they aren't very good at killing light vehicles" In: COH2 Balance |
Thread: UKF - infantry units17 Aug 2015, 19:52 PM
This is the reason damage modifiers aren't a good thing In: Lobby |
Thread: More durability for light tanks17 Aug 2015, 19:39 PM
Its the same reason highly skilled FPS players don't like it when games drastically reduce the TTK, because it gives someone a very high chance at killing someone that is much better than them if it isn't a head to head shootout. CS:GO is the "only" real FPS competitive and the TTK is really low. Some steps down i'll say we could find CoD (which i'm not sure there is a PC competitive scene bar the old CoD4) and BF. Both of them still have a low TTK. Honorable mention to Quake (combat may drag out a bit more but it's way faster paced and there are still high damage weapons). Top players agree with my logic, but here come all the average and below players complaining because they aren't very good at killing light vehicles in the hands of people that micro them and don't want attentive players to have the opportunity of escaping away when they realize they are taking AT fire. Hmm i think none of the top players (let's say those around top200) have agreed with you in this thread. Ginnungagap/Strummingbird/comm_ash/LeYawn/VonIvan/me Attentive players won't get their light tanks get killed easily. You forget that the T70 has both repair and scout abilities in order to increase his survivability. Use it next time. In: COH2 Balance |
Thread: Ambulance and medics (USF/UKF)17 Aug 2015, 18:09 PM
And the small discrepancy are account for the HT versatility and the medics cost/popcap/risk In: COH2 Gameplay |
Thread: Main gun destroyed, abandoned vehicles..17 Aug 2015, 18:06 PM
-Reduce the threshold on main gun destroy on light vehicles/tanks to 10%. -Abandoned vehicles always have at least engine damage Ram: -Remove the tiny chance of getting main gun destroy -Keep the stun on both vehicles -Now rams gives heavy engine damage on the T34s -33% chance each for main gun destroy, turret stuck (like Aim shot crit), inmobilize In: COH2 Gameplay |
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