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: ML-20 and barraging the enemy base need a nerf. 24 Jul 2015, 19:12 PM
2013 all over again In: COH2 Gameplay |
Thread: MG 42 suppression reduction? 23 Jul 2015, 22:06 PM
looks like they removed instant supression of green cover. Its big deal. Nope, still suppressing single conscript squad on green cover at 5-6 burst at 15m and 10-11burst at 30m. If 2 con squad, not sharing same cover but at a distance minor to 13m and all on green cover, the squad been shot at will get suppressed on 4-6 burst despite the range. In: COH2 Balance |
Thread: Cruzz's The More You Know23 Jul 2015, 21:48 PM
I'm not sure if the language is a barrier. Grenadier bulletins apply to Assault Grenadiers but not the other way round. I have previously stated THAT 3% accuracy bulletins AND vanilla commander (the ones you get by buying the most simple version of the game after warspoil release) won't be able to get duplicated. OKW vanilla commander are the Luftwaffe, Special Operations and Breakthrough. It would be hilarious is someone got a drop of these commanders. You can get duplicates of Fortifications, Elite armor and Scavenge. In: COH2 Gameplay |
Thread: Cruzz's The More You Know23 Jul 2015, 20:30 PM
Cause in my whole time playing CoH2 i've never seen double Guard Motor or Jaeger Armor for example (the vanilla commander which might be duplicated are the ones which were acquired by leveling up on prestige) nor Conscript/Grenadier +3% accuracy. That would be broken and i'm sure any of the competitive top50 players would be stacking those if possible. I guess if i want the answer i'll have to dig in the files. In: COH2 Gameplay |
Thread: Cruzz's The More You Know23 Jul 2015, 20:07 PM
Sigh, i guess i've to be more specific. You might have ONE +3% increase Accuracy, +5% Cooldown and 3% reload. THIS ONES i haven't seen duplicates as they are part of the basic intel bulletins everyone get 2% in both reload and cooldown, i've seen duplicates (i've 2 of those) but this is a rare (quality) drop. As accuracy >>> Cooldown > Reload, it would be lovely to be able to stack those (which i said, i doubt theres those for core infantry). In: COH2 Gameplay |
Thread: Make Falls and Obers 5 man squads23 Jul 2015, 19:54 PM
I'll rather exchange the GrW34 any day for the actual 120. No point on getting a 120mm if you go T2. Remind you that the 120 cost 340mp and the normal mortars 240mp. 80 damage, 25 damage at radius 2, 12.9 seconds per shot, 10 angle 10 max 0.1 distance scatter 80 damage, 28 damage at radius 2, 6.9 seconds per shot, 10 angle 8 max 0.08 distance scatter Which one would you take? In: COH2 Balance |
Thread: Cruzz's The More You Know23 Jul 2015, 19:45 PM
Pics or didn't happened. I've never seen more than 1 Conscript/Gren +3% increased accuracy. In: COH2 Gameplay |
Thread: the OKW P4--a specialist generalist23 Jul 2015, 19:03 PM
Yes and Ostheer has to make a medibunker, and upgrade all their squads with LMG's, ect. There is plenty of mandatory stuff we can ignore because it's a constant that isn't going to change. Both Axis and Allies have "mandatory" upgrades. Cause i don't want to drug in the mud fight, i'll answer just this. If you are talking about tech RUSH, we just take into account the quickest fuelwise way to get them. This means ignoring, ambulance, nades, bar/zook, AT nades, molotov, T2 OH. Medic (bunker and SU) doesn't have fuel cost attach to them so you discard them on the tech race. IF you want to put on balance all factions on how much they have to realistically pay then consider: USF: nades/Bar-Zook + ambulance + LT/CPT + Major OH: T1 + BP1 + T2 + Medic bunker + BP2 + T3 SU: T1/T2 + Medics + T3 + T4 + Molotov/AT nade USF: 150+(150)+250+200+240 > 840/990 mp -15+25+(15)+10+(50)+(60)+120 > 180/215 f OH: -60+80+100+200+150+100+260 > 830mp -20+10+40+20+45+75 > 170 f +60 > 60muni SU: 160+250+240+240+125+(125) > 1015/1140 mp -50+40+(50)+80+90+25+(25) > 185/220f This is why teamgames teching is flawed, when you can skip cost and teching which are mandatory on 1v1. Example: medics or AT. In: COH2 Gameplay |
Thread: Cruzz's The More You Know23 Jul 2015, 18:09 PM
im guessing the 3% grens and conscripts get more accuracy wont stack How do you get more of those ? In: COH2 Gameplay |
Thread: MG 42 suppression reduction? 23 Jul 2015, 02:14 AM
I don't really know how it's possible to "buff" green cover vs suppression. You could tweak the values between 0.05-0.1 Also, as i show before, with the changes to incremental suppression, it doesn't matter if you put the squads spread out or not. 2 sandbags, one behind another on or the side with 1 conscript on each is enough to get your squads suppressed after 4-6 burst depending on range. In: COH2 Balance |
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