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: Tweak Fallschirmjäger - OKW8 Oct 2020, 19:22 PM
Interesting unit to complain about. Pass. In: COH2 Balance |
Thread: Why Soviets are OP8 Oct 2020, 18:13 PM
Well... reminder that USF never had a mortar or OKW an MG nor PIV (they lost the ST). So it wouldn't be a first when you add units to fill the holes of a faction. TBH, after wasting so much time and patches on Penals, i don't think it's worth to try to rework them for the X time. It's fun to theorize, but if we are pragmatic, the only thing possible of changing is small adjustments on other areas. M3A1 receiving changes simil to Kubel/HT. Teching and timing. Or maybe i'm wrong and someone in te WC2020 discovers a magic to make them work and defeat the Osstruppen openings. In: COH2 Balance |
Thread: Why Soviets are OP8 Oct 2020, 16:31 PM
You are still missing the point. No one bothers getting T1 when at least one of the 3 units inside is not broken. If you suddenly cut the cost by 30mp, that doesn't upset the 160mp cost in tech to deploy at the beginning of the game nor the 60mp difference between starting unit value + initial mp Soviet has compared to Axis or any other allied faction. If you make them "weaker rifles with less scaling and utility", it would be the same scenario we had with OKW vs USF a couple of month/years ago. The limit factor is not just the unit cost. Penals also have less synergy with snipers (Conscripts with sandbag + AT nade with hoorah protect them better). A single PTRS Penals is not gonna cover the whole map and is way easier to circunvent than an AT gun. Going for 2 of them, means that your sole AI till you manage to put out T3 is possible your CE + a single Penal. You can make plenty of suggestions regarding Penals, people will keep playing Conscripts into T2. Specially when you fail to grasp why they are not been used against OH. In: COH2 Balance |
Thread: Why Soviets are OP8 Oct 2020, 14:21 PM
During that 2 tier building + doctrinal units design, Penals were still irrelevant. The power level of those 2 other units was so high to compensate for the lack of versatility in tech access. The whole point of moving out of that design was in order to nerf specific units holding the faction to be in a desirable level. Not sure where is a misconception. The tier is still composed of 3 pseudo shock units, 2 which became more irrelevant the further the opposing factions received updates. It's "unhealthy" for the game to have snipers and clowncars been meta and the tier is composed of that. If you want the units inside T1 to be fair, the build time and cost of the tier should never be as high as T2 and should be equiparable to OH T1. You can make Penals into PF 2.0, that would just mean people not using T1 even more. I'm not opposed to someone proposing changes to Penals. But it's too shortsighted to implement them in isolation without taking a look at the tech + 2 other units and early/mid game transition when using them. In: COH2 Balance |
Thread: Why Soviets are OP8 Oct 2020, 13:05 PM
They aren't when you have to put 160mp into tech to get them out. Which is why, while similar, they are not equivalent to PF. PF design does a much better job overall. Both in utility, smooth scaling, AI and AT. It doesn't mean stronger, but it doesn't feel bad using or facing them. There's also the fact that getting PF doesn't mean you lock out of getting access to an MG and an AT gun. If Penals are "problematic" it's only because the tier is composed of them plus a sniper and a clowncar unit. In: COH2 Balance |
Thread: Dropping before minute 57 Oct 2020, 18:58 PM
Nah, that's prone to abuse and increasing the workload as someone would had to take a look at how many of them are on purpose or not. I hope the new client fixes also fixes bugsplats permanently. For a punishment for dropping to be effective, it has to immediate after it is done. And that is only feasible on a future installment of the franchise. Dropping from a game should be a exponentially increasing time out which resets after X time. It should never be a whole game ban (which i think it's the only ban we have atm), just from automatch. In: Lobby |
Thread: Why Soviets are OP7 Oct 2020, 12:44 PM
snip The changes are almost fine for teamgames but you just killed the faction on 1v1. -The Katyusha vet 1 is actually bugged (IIRC) so you need to either fix it first or actually discard the ability all together. -The net +30 initial mp is offset by the double mp nerfs. Either you get 3/4 Conscripts which is a net -10mp nerf (and messing on all other stats values cause now they get a discrepancy between cost and reinforce/vet value) or any tiered opening which requires a 2nd CE which the cost increase also upsets. Unless you plan to adjust the mp cost of both T1 and T2 to be equal to OH, so you get +80mp, the so called buff is not more than a plain nerf. -The 200mp CE nerf could be fine if you give it an equivalent buff on utility and DPS as Pios received. Cause i don't think they are as good as RET (been able to equip weapons + vet) or Pios at that cost. I think you could give them reinforce cost of 40% which would put them at 20mp per model (equal to Cons) if you were to apply that change. The other changes are fine, but i would nerf the T70 a bit more and make all T3 comes way sooner. Adjust the mp economy on tech and upgrades and push any necessary difference towards T4. In: COH2 Balance |
Thread: Why Soviets are OP6 Oct 2020, 17:30 PM
Overall, Penal strats and T1 openings have been handed down from being a viable alternative to a niche and rare occasion. As you said this might be partially attributed to players choosing OST over OKW more often now, but the extend that Penals have suddenly become niche is quite staggering. Because, surprise surprise, Penals on their own had only been an issue for a short term in CoH2's life. Having more than 50% of strats been composed of Penals relied heavily on the viability of other units first and what you have in front. You can't really make the tier mainstream without it been obnoxious to play against, because the tier is composed of niche/cheese units. (This talk is about 1v1. On teamgames you can get away with much more, including any T1 unit) I'll reminder you that people's first kneejerck reaction prior to this patch was, that OH would be in an awful state because they were reliant on the "Tiger" for having any chance to win. When the analysis of games played during the 1v1 tournament showed that they were the most affected in a negative way for been forced to pick Tiger doctrines, specially against Soviets. When you are not forced to pick heavy doctrines, you can make OH play shine with Prosstruppen, AG, 5 Gren/G43 squads. I had always argue that putting the 45mm AT gun on T1 and keeping Penals AI only (maybe including the sticky satchel) would had been a much better solution in the long run. There's not much you can do with a tier when most people don't want 2/3 of their units to be viable/meta at all. In: COH2 Balance |
Thread: Why Soviets are OP6 Oct 2020, 13:25 PM
You are looking at things in isolation, without considering what each openings achieves/tries to do and the meta around that let them shine or not. 1- Penals vs Cons. They achieve completely opposite effects. One relies in pure brute strength early on which fells short as the game goes on. You sacrifice map control in favour of finding isolated targets to force retreats and then trying to snowball from that position. Cons are the opposite. You get map control, you can stall with sandbags and are more efficient in the late game, specially as snare units. You get the added benefit of merging early on flamers. As you mentioned, you also save money and time in T2 as that's your natural tech progression. 2- Penals strats are not ideal against OH, specially in the current meta which absolutely demolishes as it punishes SU early mid even harder. OKW has historically been the main use of Penal based strats, and less people play them. 3- Penals based strats require the faction to rely on "hero" units to carry later on. Either mass T70 based strats or late game units like IS2/KV2. When OH consistently gets to put pressure delaying T70 or accessing T3, and OKW doesn't feel the need to go mechanized "all in" with P2/Puma, more in favour of BHQ with Flak/fast transitioning to PIV, the strat is less effective. 4- Sniper strat is awful against OH meta and high risk, mid reward against OKW. Clowncar strats have generally been only great against OKW and everyone has a pocket PF just in case to counter it. Sniper was only meta during GC2, with OH been mostly Mobile defense. We didn't see snipers during heavy meta. At this point i think i need to disclaim that this is mostly on 1v1. Sniper can still be used on 2v2. It's not that T1 openings have become useless or non existent (such as maxim spam), it's just that it has become even more niche or become a "pocket" strats that only works in specific situations compared to bread n butter Cons + T2. In: COH2 Balance |
Thread: Mortar Vet 3 doesnt apply2 Oct 2020, 13:17 PM
Snip Nice answer but moderation =/= modding In: COH2 Bugs |
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