I'm on the boat that all AA dedicated vehicles should be as good as Soviets M5 not the other way round.
And others have said, it's not fixing one OR the other. It's about fixing everything.
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: Nerf spec ops flares14 Jul 2020, 20:50 PM
In: COH2 Balance |
Thread: Nerf spec ops flares14 Jul 2020, 18:32 PM
Not sure if this is the case, but the game has problems rendering things which are not in the screen at the moment they occur. This can happen with smokes and flares. In: COH2 Balance |
Thread: Sander's personal balance changes11 Jul 2020, 00:13 AM
Hence the huge scatter buff for the barrage? If the Scott was a 8 min LV or mortar HT that MIGHT be relevant. You are giving it a triple nerf and justifying/compensating it with a buff to a barrage which is never used in the first place. Unless you keep the same AoE profile as of now on the barrage, no amount of buffs compensate for that damage drop off. And even then i don't think people will trying to micro it at that point compared to just going for a sherman with HE. In: COH2 Balance |
Thread: Encirclement doctrine reimagining9 Jul 2020, 00:59 AM
History teaches us that making a game with 100% competitive side in mind is a terrible mistake That's such a broad and false generalist argument. It all depends on the kind of playerbase you have. There are plenty of the top chart games which have their gameplay focused completely in competitive. CS:GO, LOL/DOTA, R6, OW/Valorant, SC2, etc. A terrible mistake is forcing a vision of a game, on a non existent playerbase for that vision. Ontopic: the idea is bad and it's fine to have this kind of meme commanders which work on specific modes. In: COH2 Gameplay |
Thread: Panzerfüssilier grenade still no warning8 Jul 2020, 13:56 PM
Grenadier rifle grenade animation is also bugged, the model does a double clutch within 0.1seconds and the grenade appears out of thin air. This happens like once or twice per game. I think it's easier to proc with G43 for some reason. In: COH2 Bugs |
Thread: T-34 Ram8 Jul 2020, 13:53 PM
1- Because it's the easiest way to use it and there's no reason to try flank at all. If you hit the sides, you have a 50/50 in getting the rear armor, same with an out of position tank. 2- Blitz makes your tanks more mobile and agile while giving defensive or offensive boost. What i have in mind is a reposition tool which can be used to ram or cross a certain distance fast but have a drawback after certain time. 3- Ram can't be used IF you have engine damage but it can't be stopped if the ability has already started. 4- Ram is used at 100% HP on teamgames or 1v1 when we have heavy doctrine metas. Ram also works when you are ahead and the enemy has little AT and vehicles. When you have a resource advantage, if you can trade 1 for 1 you end up ahead. In: COH2 Balance |
Thread: T-34 Ram8 Jul 2020, 08:51 AM
If i have Airborne doctrine, 125 muni and a T34 is far more reliable to get the kill. You will get Su85 to chip down or keep at bay the Tiger nevertheless but you will never have an Su85 if there is no vehicle threat at all. IL2 bombing strike is far riskier to use against Tiger. KT is easier. AT artillery offmap works better with T34s, ram or bodyblocking. For the super heavy Ele/JT, T34 is a better option. In: COH2 Balance |
Thread: T-34 Ram8 Jul 2020, 08:44 AM
Added an option to the poll for those who want to keep status quo. In: COH2 Balance |
Thread: T-34 Ram8 Jul 2020, 08:42 AM
I would stand and say this is one of those "identity" things it should be worth fighting and working for (same with 2 man sniper "F"). IMO there's plenty of ways you can adjust the ability. It depends on how complex or simple you want to go. For starters, as how the ability is now, heavy engine + immobilisation + main gun destroy damage should go away. You can't rely on a 5%, 3% and 2% respectively on an ability which is used once or twice per game. Stun duration could be based on penetration or not, as well as amount of HP the tank has. This doesn't account for engine dmg crit at all. As far as experimental ideas goes: 1- Ideally (but probable not possible) the crits should be dependent on the region you hit the tank AND based on HP. Frontal armor leads to turret lock down, blind, gunner injured, main gun destroyed and rear armor to engine based ones. 2- Make it harder to use the ability while allowing other usages for ram. Instead of been a 1 click button on the enemy tank, make it a skill shot. It increases the T34 speed in a straight line (could be used as a movement speed) and if it collides with a vehicle it procs the ram. After a set amount of time has passed, you get the overheat engine debuff. This means while you could use it as a pseudo blitz, if you don't get out fast enough you get a really slow tank. 3- Allow for counterplay. If the T34 gets hit, it should slow down or even cancel the ram. 4- Any amount of nerfs done to the ability should be compensated by making it less punishing for the one using it. I would start by reducing the amount of dmg done to both the target and the T34 from 160 to 80. Criticals received by the T34 should be dependent on the % of HP pool after impact. While not ideal to use the T85 with ram, this would make it better as it has a higher HP pool. In: COH2 Balance |
Thread: Sander's personal balance changes8 Jul 2020, 08:15 AM
USF Rifles Dmg change is minuscule so whatever. In case anyone wonders, i think the AT nade is a net buff overall for the usual tech timings. Ambulance Medic changes are good. Not sure what is better between a simple +20HP buff or this RNG medic drop. Scott/Howie Direction of the change is good though i don't think it has enough impact. Pak Howie discussion and suggestions are plenty (specially rework) and a straight nerf on auto fire is due. Though if nerfs goes by i would rollback the survivability nerfs, as i don't think the barrage change compensates for it. In the case of Scott, any nerf without huge rework and compensation in the barrage would kill the unit IMO. The unit is not designed, stat wise, to work as a barrage unit and you don't need a mortar HT at that point in the game. What if you go with the direct fire nerfs and add delayed fuse or white phosporous as a barrage instead of the HE one? Rear Echelon GL I don't think it's a matter of "counterplay" at all. It's just that the ability is designed about putting micro stress while been micro free for the one using it. Just make it so that the upgrade gives RET the ability to throw for free this same GL manually with a X cooldown timer. Rest of changes are fine. In: COH2 Balance |
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