Nerf P47, too stronk!
You could reduce a bit splash and direct damage, but that's it.
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: Plane crashes should deal no damage11 Nov 2014, 15:43 PM
In: Lobby |
Thread: About the B-411 Nov 2014, 14:47 PM
Static artillery gains range with vet. I didn't say to add range at vet 0. 1v1: artillery is rarely seeing due to either commander selection or mp shortage. Making one is a HUGE investment thought for a long run. 2v2: map are still small that you can put them inside your base and on some cases even shell the enemy base. THIS is the reason why i say they shouldn't be able to be built inside the base under MG bunker cover. Cause there is no way to flank it with infantry or tanks. In: COH2 Balance |
Thread: About the B-411 Nov 2014, 14:10 PM
Because i think the discussion is focusing in the "wrong" direction of the problem, i'll quote myself again. Static artillery lives on a black and white world, where you either have the direct hardcounter or you pray to make a push so powerful that you are able to YOLO your tanks into the enemy base. IMO: static artillery design is a bit flawed. With the new changes, i think offmap (besides Stuka) don't 1 shot artillery. Perfect. Artillery shouldn't be able to be built under the protection of the MG bunkers, inside the base. This also means no automatic reinforcement or healing. By making artillery more vulnerable, you could reduce a bit the mp to build them making them a bit more affordable on 1v1. Specifically talking about the B4: Veterancy shouldn't be affecting reload time neither damage. Vet1: PS Vet2: increase rotation speed/aim time etc. Vet3: range The weapon on itself needs a huge increase on popcap while reducing the crew popcap. This solves crewing it with CE to reduce popcap and mp drain. ____________________...________________________________ My line of thought is that you shouldn't be FORCE to choose a commander to remain competitive or be able to deal with a doctrinal/nondoc unit. Those who are saying just use a Stuka commander, are directly falling in the same discussion as the ISU vs You shouldn't have to use an ISU because the blobbing army is too strong. You shouldn't have to use a JT to counter the ISU. You shouldn't have to use a B4 to be able to deal with a JT/KT. You shouldn't have to go Close Air support/Jaeger Armor to deal with the B4. ____________________...________________________________ TL;DR: Static artillery needs to be more affordable but more vulnerable to non offmap threats. B4 needs to be bring more in line with the other artillery regarding veterancy and crew, while the other 2 need some love. In: COH2 Balance |
Thread: Jakson and M1011 Nov 2014, 13:48 PM
M10 should arrive earlier. It should have the same HP as the Jackson. The Jackson will remain a hard* unit to use (besides 1on1) and you can't really buff** it without changing the damage per shell. I remember certain unit which dealt the same damage per shell, but it got a reload buff and damage nerf to make it more consistent. *It's easier to lose since you have a minor margin of error. **A buff on pen, when using AP, is not out of mind. In: COH2 Balance |
Thread: Jakson and M1011 Nov 2014, 13:48 PM
M10 should arrive earlier. It should have the same HP as the Jackson. The Jackson will remain a hard* unit to use (besides 1on1) and you can't really buff** it without changing the damage per shell. I remember certain unit which dealt the same damage per shell, but it got a reload buff and damage nerf to make it more consistent. *It's easier to lose since you have a minor margin of error. **A buff on pen, when using AP, is not out of mind. In: COH2 Balance |
Thread: Obersoldaten and stuff11 Nov 2014, 13:43 PM
Rescuethread.exe Delete 1v1vs4v4 and playercard files. I'm gonna put my impression on a simply line of thought. 1- Lethality during early game is PERFECT. 2- Lategame lethality is a bit over the top. This includes several things but let's focus on infantry AI. 3- While upgrades should be meaningful, they shouldn't be OVER the top. This leads either to blobs or spread out A-MOVE army. 4- Going back to Obers specifically, LMG34 is INSANE (see any unit which manage to pick them up). You could make the squad spawn with 2 LMG34 or just 1 and spread the DPS. 5- We could go back into making all LMG stationary. This would affect both Paratroopers and Obers (if you want DPS on the move, go STG or Thompsons). In: COH2 Balance |
Thread: Replays: An Update (Time For Some Good News)11 Nov 2014, 13:19 PM
This is basically for those who didn't want to/know how change some values inside the replay files. Good news. In: Lobby |
Thread: Relic is hiring a "Community Lead"11 Nov 2014, 13:17 PM
Nigo, when are you moving up to Canada In: Lobby |
Thread: Obersoldaten and stuff11 Nov 2014, 01:26 AM
Player card doesn't mean as much as people like to think it does At least you know a couple of things: -The meta -How to properly make use of it You don't need to be able to apply the knowledge, rather than having it to have a proper discussion. Thing is, theres too many wannabe compstomp theorycrafter fanboy warriors4v4 only players * who impose in others L2P (whenever i use X unit or in my hands that would never happen) and hide on the annonimity of the internet. *Joke. But theres a reality on which big game modes don't take into consideration some factors of the game and potentially makes other worst. In: COH2 Balance |
Thread: Heavies vs mediums - unfair and stagnating the meta11 Nov 2014, 01:12 AM
Exactly, the biggest problem with early game vs late game balance is that it is unequal. Early game only has a set amount of time it can last. While late can pretty much last forever. I would take late game advantage over early anytime. ONLY if that early game is not huge which wouldn't let you get into the lategame. In: COH2 Gameplay |
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