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: Patch Video12 Sep 2014, 20:54 PM
Nice news In: COH2 Balance |
Thread: Q: How does small arm fire against garrison works12 Sep 2014, 20:23 PM
1. Every weapon has a modifier vs different Targets and cover, garrisons are no exeption. Here the K98K modifiers vs garrisoned units as an example: Thx. Anyone know anything about how targeting models inside work? I feel like most of the time most of the squad survives with few health. I guess the dmg modifier is the reason, but still feels different than most engagements that are on the "open". In: COH2 Gameplay |
Thread: Q: How does small arm fire against garrison works12 Sep 2014, 17:46 PM
Damage output from inside a house depends of numbers of windows/space facing the opponent, but what about damage inflicted? I may know the answer from experience, but anyone knows how it is actually calculated by the game? 1- How is damage calculated (and spread) to units inside a building? 2- Does it matter if you are hitting from a windowless wall ? 3- Does sniper need to have LOS to units inside or it just crits with a 50%? Edit: i made a mistake on the tittle after changing it "How does small arm fire works against garrison" In: COH2 Gameplay |
Thread: kubal has been buffed can we plz fix this truckpushing 12 Sep 2014, 17:38 PM
If you make it arrive 1-2 mins after the game started, it won't delay your tech, and avoid the whole push/move units from cover situation early game. In: COH2 Gameplay |
Thread: Faction balance in 1v1 and 2v212 Sep 2014, 16:44 PM
I would wait at least 1 week to make a statement. In: Lobby |
Thread: The buffed Assault Engineers12 Sep 2014, 07:33 AM
Who doesnt veto Stalingrad as Axis? Mechanized Groups In: COH2 Balance |
Thread: Russian IL2 bombing strike ineffective and slow12 Sep 2014, 07:23 AM
It's undodgeable if you cast it near your base. Cast it on the middle of the map or near opponents base, and they have plenty of time to react. In: COH2 Balance |
Thread: Overhaul of vcoh2 vet abilities12 Sep 2014, 06:58 AM
This thread will try to adress either the effectiveness of some vet abilities or the dubious choice of giving it to certain units and suggestions regarding what should they have. I'm encourage to post this, since we had been given another unit, Brummbar, another vet ability more in line with the role of the unit. Take in mind, that i'm not focusing on making new abilities for the sake of it, rather than trying to givethem something more in line with the role of the unit, increase utility/effectiveness of worthless abilities or try using existent abilities in the game (either from the campaign, ToW or other units) Note: i'm sure i might forget a couple of units/abilities. Feel free to correct or remind me anything. Note: i'm not adressing overperforming abilities (for example: sprint for snipers) ____________________________ Medkit ability: Pios, grens, pgrens, assgrens, Osstruppen (?), Stormtroopers (?) I think it should stay for Pios and grens, maybe Osstruppen too, but how it works/effectiveness should be tweaked. A) Either reduce ammo cost and/or increase speed of healing. Basically buffing the ability while not changing it's mechanic. or B) Make it work on a similar fashion to SP medic kit. IIRC it's 30muni for 3 packs? Make it 15muni for a single stash. This way you can use it to heal yourself and you don't have the risk of an opponent taking it. Trip wire flares I guess every single combat troop. CE, Cons, Penals, Guards (PPSH guards), Shocks, Partisans, Irregulars. Should stay on: CE-Cons A)Buff the amount of time the flare stays on sky. and/or B)Reduce cost to 5, remove chance of killing entities or doing damage. A cheap intel mine. If it's too spamable, just make it so it's has a cooldown so you can just build several of them on little amount of time. Counter barrage Mortar, Panzerwerfer, MHT and Howitzer: A) I don't have the actual stats neither i know how much it needs to be improved, in order to make it more appealing than autoattack/ground fire. Tracking Zis, Little AT gun, Su85, Su76-ISU152 Ninja nerfed, it had it's sight increase remove. A) Give it back with muni cost increase if needed or with a reduce time. Vehicle crew self repair T70 version A)Make it work as the PIV from OKW. Make it full repair while increasing the danger of doing so while mid combat. B) Or just, you know, make it as it is now but: reduce even further speed, make it fully repair the tank and/or reduce repair speed. _____________________________________ Now i'm gonna follow it up with units i think should get something different from what they get actually. PG: Vet1: splitting part of the receive accuracy bonus they get from vet2 Vet2: RA + Cooldown (what they get now) + Self Healing when out of combat I thought about a similar ability as the Stormtroopers have, but that would take out any flavor they might have (they aren't great) Assault Grens: -If anyone played the campaign, they might remember that Shocktroops had an ability that let them supress units while slowly moving towards the target. -Or the same ability Paratroopers get when upgraded with Thompsons. Stormtroopers: -Vet1: increased capping speed. _____________ Penals -Vet1: what about a "zeal" like ability. Increased performance when the squad has fewer members. Guards -Vet1: HTD or defensive stance (like the one you get on the No retreat no surrender commander) Shocktroops -One of the few units that i don't want to add another ability that would increase the performance of the unit, since i think it is now on a "fine" balance ATM. -If i think of anything, what about vet1 makes smoke nade stop vehicles from firing (like US smoke nade). Partisans n Irregulars -Move some of the vet2 buffs into vet1 -Vet2: increase number of members by 1 OR -Here i'm a bit more creative. Dunno if theres any way of implementing. On a similar fashion to Paratroopers, what about letting them reinforce after setting one house as a "reinforce point" or from the one they had been deployed. ______________ Ostwind + M5 (when upgraded with AA) -Increase range/effectiveness of AA capabilities, doesn't move or engage any other threats. Panzerwerfer: -While counterbarrage could be improved, what about changing it for a fire denial barrage, like the one from the nebelwerfer from coh1? KV1-KV2-KV8-IS2: ATM i can think of something that wouldnt tilt too much the balance or performance of the unit while remaining logical to what it is expected from the unit. It's a bit late here so i'll end it up. ____________ 1000th post ____________ Edit1 251 Halftrack: Vet1: supply medical kit. For 45muni start healing everyone on X range from the HT. Movement or combat stops the ability. KV-2: 152mm Barrage- Fires three shells out to 100 range. Can only be activated when deployed in artillery mode. 80 munitions. In: COH2 Balance |
Thread: Ninja changes for 9.9 patch11 Sep 2014, 18:47 PM
Yes, I was under impression that all Support Teams shared the incoming small arms modifier. Including PaK and ZiS. Update September 10th, 2013 Weapon Teams Focus on improving early game flow and balance. Weapon teams should be support units rather than front line soldiers. The Maxim and MG42 had their weapon profiles adjusted slightly, resulting in some performance modifications. As a result of this change, the Maxim should suppression slightly faster than before. Their overall DPS remains relatively unchanged. The changes to weapon traverse make flanking a MG easier when using multiple squads. HMG and Mortar Teams • Now receive 25% more damage Replace damage with increase accuracy (i think it was a later to the RA vs Damage patch, this was to reduce overkills coming from explosives to support weapons)
Unless they added it as an oficcial change or make any state about it, for the magnitude of the change, i guess it's unintentional. Following your line of thought we should trust everysingle change they make because they know what they do (i guess we should had accepted, for 24hs, that change to maxims right?) If this is an intended way to bring it in line with others AT guns survivability, i guess it's time to give it the same AT capabalities others AT guns have. ALL AT guns never had the modifier, axis and allied alike until today when it got applied to the soviet ATGs I guess they are compensating for the maxim non intended bug/buff. 2 Wrongs makes 1 right...right? In: COH2 Balance |
Thread: The Future of the Soviet Faction11 Sep 2014, 18:35 PM
I haven´t played a single 2v2 random game since the system change and still at 270 place. Happened to mistakenly search for 2v2 random as axis (was looking for 1v1) lost 1 game and still below 1000 if not it would had been on a similar number. Also, i just started playing with a partner during the arrival of WFA and on the 20-30 games we were top100-200 (which i was surprised, cause realistically i expect something on the 300-500). When the system finally started to deliver better players we just drop to a more fair number. Anyway, ranking means shit unless you see who you are beating. That's why i made myself check other peoples ranking after a match for a quickly anaylisis if i should have had problems or not with my opponent. In: COH2 Balance |
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