SU76 and M5/T70 needs to be decreased 0.5 on tech. Making T3/T4 unlocks it´s tanks in the form of a HQ upgrade could work.
I would only go T70 when i did see a commitment to T2 in 221/HT but since the 221 has now just a 10 fuel cost, it´s not worth it unless you have a nice lead.
It´s more reliable to do damage and harass rather than a T34. That´s it.
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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: T-70 in game18 Apr 2014, 17:49 PM
In: COH2 Balance |
Thread: Rifle Grenades18 Apr 2014, 17:39 PM
-If you play just 1 faction you are only seeing the weakness of your faction and the strenghts of the enemy, not viceversa. It may be "enough" but you don´t have the whole panorama. -I had never play CoH and i was 500 when the game was release. Give me a cookie? Shocks: sniper, mg and FHT (4 unit start) PPSH: PGs before 3CP, FHT to drain muni n mp (while having a pio near), if he goes heavy molotov he wont have munition for every con. LMG/G43. Advanace Warfare: without teching good luck defending a FHT + MG pression or quick Ostwind/P4. Again, did your friend surpass the 10-15+ games so the system could match him a decent opponent? Which was his rank as german ? The only thing i found "broken" it was the clowncar opening on open maps. The window of opportunity to use a quick 222 to just counter it was way too short or you could just stall till G43 and amass grens. Anyway, the last patch was more balanced (besides that issue) than what we have now. I didnt have problems with either faction on 1v1 neither 2v2. Now i feel like a dumb when i play 2v2 as germans. In: COH2 Balance |
Thread: Howitzer Balance18 Apr 2014, 00:45 AM
I´m just gonna add some colorful fact: should satchel charges destroy howitzers ? Cause right now they leave them on 2-5% health. Have done 2 blitz m3 + penals into enemy base and always the same result. Next time i know i will damage it first with either precision strike or katyuskas. Anyway, i prefer german howitzer not for their characteristics, but because it can´t get countered easily. In: COH2 Balance |
Thread: Airplane Abilities18 Apr 2014, 00:33 AM
It would be great if it could deny stuka bombing strike. In: COH2 Gameplay |
Thread: Unit preservation is overrated18 Apr 2014, 00:22 AM
Those T34 were blessed by the RNG gods. In: Replays |
Thread: Nerf german mass panther rush17 Apr 2014, 16:24 PM
Sigh, again this discussion. Someone already said it and stated perfectly. To "fix" teamgames, specially 3v3+, we need to adjust resource gaining (specially Opel + Caches) so that the game becomes less "spammy". But that can be the whole reason someone plays those modes. So in order to balance it, you have to take out one of the reasons someone may have to play it. ... AoE2 civilizations has almost the same units (at least early game). For the casual people (and mayority), its about "sim city" on the first minutes and then amass troops and attack. When you learn a bit more, you know how to micro/macro well your economy or perform a couple of rushes but still the early game is "almost" the same (unless you play huns). World in Conflict and Wargame don´t necessary fall in the same RTS category as AoE, CoH, SC2, RA, etc. @BeltFedWombat @Cohforever: are this the main problems? -Spam of units and resources. -Ease of use of Panthers + PG shreck blob -Even if SU have more "wipe" capabilities, the burst damage/resistance OH have on tanks and infantry against tanks makes them really great late game. -Combine the last point with infantry losing importance during late game when tanks have such big power and paks can be clear pretty easily. -Some offmaps have really good crowd control for it´s price (strafing run). -It´s more factible to have a recon + offmap as OH rather as Soviets. It makes any artillery quite dead. -Bunkers are cheap for what they can do. -Sniper spam can be deadly early game since you can rely on your teammates to cover you and cap. Did i miss something? All what i said can be somehow find on 2v2. The difference is map presence/tactics and resources. If there is an issue on 1v1/2v2, then its gets multiplied on 3v3/4v4. Also the nature of OH faction makes it extremely easier to play on 3v3+ random in comparison to SU. You have all the tools at your disposal T1+T2+T3/T4 in comparison to the need of synergy of T1/T2 + T3/T4 In: COH2 Balance |
Thread: Rifle Grenades17 Apr 2014, 16:20 PM
-You draw your balance soviet opinions from 2v2 gameplay ("I don't give a shit on opinions coming from the people...who draw their balance opinions from 2v2") -I remember you said that it was a matter of "adapt n L2P". I don´t see you doing so, so don´t tell other people this little speach. -So you are telling me that after 2 1v1 games you found the game easy as soviets? You wont found a challenging opponent till the system figures it out your ELO on that faction and mode. Comeback when you got 10+ games and the game figures it out to give you a decent opponent according to your level. -Before 25 march it wasn´t more "challenging". If anything it was more balanced. Again, i wonder what would had happen if the only balance changes were on the M3, clowncar sniper and the 221/222. In: COH2 Balance |
Thread: Balance Poll for Early Game 1v1 (3.0.0.13106)16 Apr 2014, 19:03 PM
PG are like the ol Penals. Semi-glass cannons. In: COH2 Balance |
Thread: Rifle Grenades16 Apr 2014, 18:59 PM
I play with soviets, and guess what? I started to win. Why? Because I am open to learn to adapt to the new strategies. Hmmm i don´t see you playing as soviets, at least on 1v1. "What's the matter, no true guts for 1v1"? And if you are learning and adapting, you should have a similar rank on 2v2 on both factions. Not a 12000 rank difference. I´m just saying that you dont do what you preach. As they have already said, Maxims n MG42 fulfills different roles. Maxims are mostly good on 1v1 situations but are not meant to stop "blob" of units. They are more of assaults weapons while MG42 are more of positional defensive weapons. You need to destinate more micro into maxims rather than with MGs. The only thing you need to worry about with the MG42 is to not give it to the Soviets. ____________________________________ Ontopic: i think we mostly all agree that a range reduction while supress for grenade abilities should work, right? And from then on we might or not do a tweak on Rnade performance. PD: if people wants a recopilation vid of 4-6 kills with Rnades on this patch tell me now so i start saving my replays. I will just ask for a similar number of results with Hoorah molotovs(2-4 hit crits). In: COH2 Balance |
Thread: Main game mode to balance COH2?15 Apr 2014, 20:26 PM
Like the poll 1v1 and 2v2 in mind. While 1v1 could be the most "competitive", 2v2 allows the usage of different combinations and units you would probably never see on 1v1 due to lack of versatility. In: COH2 Balance |
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