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: We should do a ladder reset10 Feb 2015, 18:52 PM
Just make ladder decay work faster. In: Lobby |
Thread: "Blobbing"9 Feb 2015, 22:47 PM
Back in the days of the MG42 bulletin and pre-nerf, it was clear you had to nerf MG42s. Still, when they had area suppression as powerful as the vCOH MG42, blobs were not a problem at all. And you can just give units different capping speed. In: COH2 Gameplay |
Thread: M2HB .50 Cal Machine Gun9 Feb 2015, 16:45 PM
With DPS inflation following the release of WFA, it is time to remove the 25% received accuracy penalty from all weapon teams. Or adjust the DPS of the WFA factions and some other changes (so easy to nade/Riflenade while supressed) In: COH2 Balance |
Thread: It just isn't fun anymore8 Feb 2015, 19:41 PM
People don't like to lose In: COH2 Gameplay |
Thread: Supply - in-game currency 8 Feb 2015, 19:39 PM
@ pigsoup - the force is strong in this one. Not as easy as it sounds. This makes clowncars run rampage without counters and call ins even more attractive in comparison to tech. Changes have to be done but on a huge scale. In: Lobby |
Thread: Supply - in-game currency 8 Feb 2015, 16:10 PM
Don't try to go throuh the tangent. I ask you something simple. Since we are talking about the competitive and all the things around, please name me RTS games focused on teamgames who had success on the competitive scene. -CoH caster have already said that it's a nightmare to try to cast a 4v4 since it's too chaotic. -Show me how many 4v4 tournaments were made for CoH2 in comparison to other formats. CoH might become a popular competitive teamgame, on a distant future, with "lots of casters, tournaments and players", but it's not going to be CoH2 on it's actual state.
First, for the game to be balanced, it needs another different patch (and they said on the past they weren't going to make 2 different balance modes). Second, while you can fix economy inflation, you can't change the fact the way how 3v3+ is played makes some things completely imbalanced by simple the amount of units on screen and the number of abilities being able to be cast. This lead to something simple: if they can't balance 1v1, how do you expect them to create another setting for different unit performance and cost for 3v3+ In: Lobby |
Thread: Custom commanders?8 Feb 2015, 16:10 PM
Well, it's not like you can just re arrange some abilities or pick units from the ToW/Campaign and call it a new thing right? In: Lobby |
Thread: Supply - in-game currency 8 Feb 2015, 01:48 AM
Why do we always have the same discussion with the same people? It's simple, the further you desviate from 1v1, more of the aspects that CoH is focused on become less important. Teching timing and consequences of it, map size, strategic points per player, cut offs, flanking, inflation of resources, alpha damage of units and HP pools, number of counters being able to be field, etc. @Voltardark, it's not about who enjoys what or not. I'm gonna put it simple: shows us a list of SUCESSFUL COMPETITIVE RTS team games. I've some in minds but numbers talks for themselves. Inverse is just trying to say that it is futile to try to reinvent the wheel.
Either you jump on 1v1 or on 4v4, if you don't have any guide or intention to improve nothing will change. Playing 1v1 for 100 games or 4v4 for 1000 isn't gonna change anything if the guy doesn't realize what is doing wrong. The best way to improve is to just watch high level play and see the difference with your game. Then it's a matter of polishing your game, being able to adapt and undestand what is going during the game. /Offtopic In: Lobby |
Thread: Current Meta - useful commanders etc.7 Feb 2015, 17:39 PM
Soviets: 1-You either A)Con spam (3-5) into T1 clowncar (this is a bit better on 1v1) or T2 B)maxim spam C)T1 builds (double snipers, clowncars or mix). 2-You transition into A) T3 > T70/T34 to mantain aggro T4 > Katy for indirect B) Direct call ins. 3) Commanders: -Guard Motor (85s, Mark, 120mm, Guards) -Shock Rifle (Shocks + IS2) -ISU152 (either Shocks or Guards) -Counter attack (B4 + KV1 + FMT) Then you have SITUATIONAL commanders with which you can succeed but is more difficult -Urban defense (on certain maps and buildings) -Shock army -Terror -Armored Assault -Etc USF: 1-Opening 2-4 Rifles. 2 can go with a Paras build, 4 specially if you go Elite/Infantry 2- A)LT for some light vehicle B)Cpt, specially as a counter to mechanized OKW openings 3-Rush a sherman If you don't make use of HE and wipe squads, you are better playing SU. 4-Commanders Airborne = Infantry > Elite > Recon > Rest In: Strategy Desk |
Thread: Infantry getting stuck on bodies.7 Feb 2015, 00:31 AM
It's still there. I didn't check if on retreat it still happens. Someone else ? In: COH2 Bugs |
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