I'll answer with counter-question:
Why Kar98 could suppress at some point of game?
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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: ZIS-3 Tracking ability overnerfed?31 Jul 2015, 20:02 PM
In: COH2 Balance |
Thread: Why no countdown for rifle nades?31 Jul 2015, 18:44 PM
You see the animation, hear the rifle going off and you see the nade fly. Problem is when there is no animation and the grenade call is late In some cases it's just better staying at green than trying to "late" dodge a nade. In: COH2 Balance |
Thread: SU-76 issues31 Jul 2015, 18:15 PM
i don't think you get how crappy the armour/pen system in this game is. it favors guns over armour because the floor for pen is either 1 (literately 1 pen) or like 0.1% chance to pen. what this means is that anything with pen >1 CAN penetrate a tank, whether that's likely or not. this means that you can get RNG runs where things over/under preform even though they're balanced overall. "Penetration chances below 3% are ignored by the game." Cruzz The Puma for Ostheer is 75 fuel not 80. And it's stats are actually different to the OKW one. The Ostheer puma has insanely higher turret rotation speed (something stupid like 300%) and it uses the old TWP instead of the new one or aimed shot. 1-I just checked the "unit" value, didn't remember the call in cost. Although i'm not sure you are right (http://commanders.coh.fi/index or http://www.coh2.org/guides/33520/mobile-defence-guide) cause i don't remember changes to the price. Yep, i forgot that it used TWP vs Aimed shot. Regarding turret rotation, i'm not sure. Maybe turret rotation is determined by another value but the files says: "speed_horizontal: 35f" for both. So if i'm missing something else or i'm looking at the wrong stat tell me. 2-Again, you use Su76 against light vehicles and low number of meds. Transitioning to Su85 is a matter of wether you tech T4 or not. It's a decision on wether you want glass cannon or a "robust" TD. Damage difference is a huge factor. Wether you need 4 or 6 shots to kill a tank is a huge matter. On 1v1, theres litle point on going T4, when you can play with T3 light vehicle into IS2/ISU152. You can also go KV1/M4 if you want meds. On 2v2, while you can try and go for the 15min win with double ligh vehicle play, making someone tech for 85s (Su or T34) and Katyusha is still solid. 3-Nobody removed the possibility of the Stug to upgrade the gunner. In: COH2 Balance |
Thread: SU-76 issues31 Jul 2015, 02:46 AM
Let's compare it with other "similar" units: MP/Fuel Speed/Size/Armor/ReArmor/HP Penetration/Damage/Range/RoF Puma: 80.0 270.0 or 70.0 320.0 (OH/OKW) 7.2 18.0 25.0 12.5 400.0 160.0/120.0/80.0 120 50 4.1 Note: LMG42 damage, aimed shot (can also be used on M10: 80.0 270.0 7.0 22.0 120.0 57.5 560.0 180.0/160.0/140.0 160 50 5.85 Note: Amazing crush, AP shells and blitz Stug-G 90.0 280.0 6.0 20.0 140.0 70.0 560.0 200.0/185.0/170.0 160 50 5.3 Note: some AI with MGs, Amazing/OP TWP Su-76 75.0 280 6.3 20.0 70.0 35.0 400.0 200.0/190.0/180.0 120 60 3.4 Note: Barrage and fix turret --------------------------------------------- All in all: -Puma could be slightly cheaper (5f for OH - 20mp for OKW) -M10 could be slightly more expensive (10-20mp) -Stug is fine but i'll rather see TWP for it working more like Aimed shot. -Su76 could increase cooldown on Barrage. Could up by 5fuel. -I don't think that either increasing the range for the Stug or decreasing it for the Su76 is the solution. Buffing the range on the Stug will bring a huge disparity with the Su85 (for cost) and bringing it down on the Su76 will make it too vulnerable IMO (gun traverse sucks). -------------------------------------------
1-Su85 can spot for itself, turret has some rotation, 160 damage and 240more hp. Vet2 or vet3 is way better than the Su76. Going for either is a matter of wether you could tech T4 or not. I still think that Su85 needs a better vet1 ability and that could mean all the difference between both units. 2-No one was building Stugs before for it's AI, they died easily and weren't reliable against armor. In: COH2 Balance |
Thread: SU-76 issues30 Jul 2015, 23:49 PM
I'm not sure if the unit is performing well (which is amazing to be thinking of it after 2 years), SLIGHTLY overperforming in SOME area or that people have overestimate the unit for so long that they are surprise to see them in numbers. The Su76 is good defensively and slowly creeping forward (with barrage) BUT SUCKS at chasing (having to turn the whole tank to shoot) or finishing targets. In: COH2 Balance |
Thread: Why do YOU prefer Axis over Allies?30 Jul 2015, 23:00 PM
3v3+ with casualmates: at that ELO rank Allies player generally can't abuse the usage of certain units. So i can just play peacefully with 1 Pio + 2 MG/Grens into whatever i want. CAS/Jaeger armor and you are golden. No stress. If i have to play as allies, i've to "carry" and go full clowncar or M5/T70 (even before patch) rush and keep the aggro. For 2v2 and 1v1, whatever i feel like to play. In: COH2 Gameplay |
Thread: M5 Quadrush30 Jul 2015, 18:59 PM
i know people are complaining about m5, but kubel has suppression and can be first unit made That's a really weak troll attempt. In: COH2 Balance |
Thread: Cruzz's The More You Know30 Jul 2015, 18:30 PM
Like this way of thinking lol In: COH2 Gameplay |
Thread: OH has too much in the openiing30 Jul 2015, 15:28 PM
Not sure if troll or serious. Says he is only a 1v1 player, shows stats for 4v4. In: COH2 Balance |
Thread: Relic wants your vote about blizzards30 Jul 2015, 15:19 PM
Blizzard: -Remove 50mp cost to bonfires. Add a 2-3min cooldown to them. -Remove damage/killing done to troops, just reduce performance of units suffering from cold or even increasing RA. -Make it so it modifies in certain way deep snow and ice. ---Heavy snow: cloaks all units inside them. Useful for tanks/paks. ---Increase resilience of ice. Harder to destroy. Heavy snow: -Remove or severely nerf the penalties regarding movement. -You could always make it an inbetween default cover and red cover regarding RA. In: Lobby |
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