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: MG's in buildings24 Mar 2015, 18:13 PM
All team weapons which can be garrisoned within a building now share the same setup/re-position time of 4 seconds. This means a MG42 will take 4 seconds to switch windows and begin firing, as opposed to their old functionality which relied on their reload time. This creates more consistent behavior between team weapons and prevents some weapons from having delays as high as 6 or 7 seconds. In: Lobby |
Thread: New Veteran Abilities for Allied Vehicles24 Mar 2015, 16:19 PM
-But not actual infantry models animations riding them. -I'm intrigued on how you don't see how OP this is. In: COH2 Gameplay |
Thread: Command Panther24 Mar 2015, 15:51 PM
Stumrpioniere: OP because massive DPS (only viable in early) Post with "trolling" intentions. Not everything is overpowered, just some things are overperforming or badly designed. -SP got their profile change. They got their damage nerf for more survivability. -Volks with shrecks are a needed evil at the moment. Bad design. -Hmmm someone forgets how Kubeljesus got heavily nerfed? Free toggleable maphack is still an issue IMO. -Flak OP because of bug (attack move) -Puma: not OP but considered to have too much survivability. It was basically the hardcounter to all the shit that OKW could thrown during the first months of release. BTW aimed shot used to wipe any building Mostly it's fine. -Luch: having 400hp instead of the normal 320 for a light vehicle while costing way less. ... Btw, IR HT OP, cause it bugs out and keeps revealing units when outside it's range In: COH2 Balance |
Thread: New Veteran Abilities for Allied Vehicles24 Mar 2015, 15:28 PM
And there was a reason i prefered to make several threads instead of just a big one =) When taking into consideration suggestion, have in mind how possible is for this to be implemented. In the sense that nothing has to be programmed and designed besides changing some stats. -T34s: i don't see them adding that to the game. Too much work -IS2: i hope you mean stun, instead of engine crit. -ISU: already has a muni ability which does that -M4 Sherman: vet0, vet1 or vet2 ? Replace radio net or adds to it? IMO vet2 should be fine as a way to reward tank preservation. Anyway, eventhough not as impossible as the T34 suggestion, it's probable that it won't happen. -M10/M36: on it's current performance, i'm not sure if that is a buff or a nerf In: COH2 Gameplay |
Thread: Paratrooper Thompson24 Mar 2015, 01:34 AM
And how do you know it's the same profile as the Penal SVT? In: Lobby |
Thread: Command Panther24 Mar 2015, 00:04 AM
I think people are missing the point on this thread. It's not about how "good" CPV is or it's bonuses, rather about how much area buffs scales with bigger modes. Basically what it has been ask since the release of the game, scale balance according to number of players involved. Opel Blitz is an example of a change meant to hugely improve 2v2+ games. Bonus to allied units should be lessen the higher amount of players involved. In: COH2 Balance |
Thread: Paratrooper Thompson23 Mar 2015, 23:46 PM
I don't know if they have a special profile for Guards with PPSH and SVT (i'll think so), so DPS may vary and you can't just use Cons, Shocks or Penals DPS. Theres a world of difference between Shocks PPSH and cons PPSH, for example. SVT are carbines, which has a different weapon profile to SMGs. Conclusion: Assault Guards sucks and are not effective, on the context of it's arriving. It's like having Assault grenadiers arriving at 5CP -.-.-.-.-.-.-.-.-.-.-.-.-.-.- PSA: remember when using tactical assault, that your units get's received accuracy, making them melt easily. (Don't use Tactical assault against STG Obers, it doesnt work ) In: Lobby |
Thread: Command Panther23 Mar 2015, 23:27 PM
I'm 90% sure the cmd panther has worse armor than the regular panther and might have less accuracy as well, it's been awhile since I've checked Same armor, might have different acc on the move. Edit (someone said it) @Alex: vet is basically the same besides last levels. Vet0: Aura 20 sight range, +10% speed +10% ac/de-celeration Vet1: Unlocks the 'Combat Blitz' ability Vet2: +10% armour, +20% health +10% weapon rotation speed Aura: +20% accuracy Vet3: -10% reload, +10% rotation speed +10% ac/de-celeration Aura: -20% reload Vet4: Aura: +5 range Vet5: Aura: Infantry affected too Vet1: Unlocks the 'Combat Blitz' ability Vet2: +10% armour, +20% health, +40% weapon rotation speed Vet3: -30% reload, +20% rotation speed, +30% ac/de-celeration Vet4: +10% range -25% scatter Vet5: +53.85% accuracy on the move, +45.8% sight range In: COH2 Balance |
Thread: Paratrooper Thompson23 Mar 2015, 17:43 PM
I'm of the opinion LMGs are too efficient in their current forms and as a result you don't see things like Thompson Airborne, PGs(as assault units), Assault Grenadiers, Sturmpioniers, or conscript ppsh(unless in huge numbers). In: Lobby |
Thread: The B4 and Commander roulette21 Mar 2015, 02:29 AM
There are worlds of difference between 1v1, 2v2 and 3v3+ FHQ works on specific maps and scenarios, mostly on buildings which don't die to 1 stuka barrage. You are "all in" in beating your opponent early on, which can be done with quite a high chance. B4 is almost uncounterable for OKW. Semois, Trois Point or any other map on which it can be built inside your base and you won't have any answer for it. FMR damage bonus, increase damage on vet and precision strike is stupid design for the B4. When you are using PS on ML20 or Katyushka, you are at least sacrificing 75% of your payload for a single shot. Since the B4 already just shoots 1 shell, and taking into account the damage of that shell, yeah... -.-.-.-.-.-.-.-.-.-.- 1v1: theres at least some "sacrifice" around having a Howitzer. 2v2: yeah, if you go 2x OKW use scavenge or be ready to suffer the consequences. With OH you should be fine since there are a lot of commanders which can take it out. Railway, bombing strike, stuka, AT strafe, light artillery + something else (pretty sure it can't 1 shot it anymore). 3v3+: what the hell are you not doing with some offmap! In: COH2 Gameplay |
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