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: State of the ISU-15223 Jun 2020, 18:37 PM
Start by nerfing the commanders, not the units. In: COH2 Balance |
Thread: UTT2 stats 23 Jun 2020, 18:32 PM
Implying you are the only one in the world who has the same ideas In: Lobby |
Thread: Autofire should be removed23 Jun 2020, 00:50 AM
Not likely to happen. Through different patches, it was tried to be implemented in different units in different ways. ISU152: was attack ground only ISG/Pak Howie: no automatic auto rotation, still automatic fire. Basically like an AT gun. In: COH2 Balance |
Thread: UTT2 stats 23 Jun 2020, 00:46 AM
>we can't trust auto matches because they take player of all skills and put them with lower skill braket as faction are op so allies are not strong, we can only trust in pros and player who know to play the game and not the wide community Galaxy brain: you consider both. You try to filter as much as possible automatch games by ranks and see the broad picture. On tournaments you just don't look at the end result but how those games played out. A sub 20 min stomp is not equal to a +45 min game. In: Lobby |
Thread: CoH2's big gameplay issues22 Jun 2020, 18:28 PM
Both are useful for different reasons. Depending on the tournament setting, they are also plagued by a different kind of bias as well. For example, maps and fixed spawn location. In: Lobby |
Thread: UTT2 stats 22 Jun 2020, 18:22 PM
https://www.coh2.org/topic/105597/1v1-automatch-stats This was brought in another thread and i think it gives a wider picture as well. In: Lobby |
Thread: An Old Schooler's Rant and Observations21 Jun 2020, 18:19 PM
You can label everything as "crutch" or "gimmicks", some things are it's true, but it's more interesting to try and balance and keep things... Agree wholeheartedly. I liked that Piat were attack ground. Saving up the distances, is like removing the effectiveness of Stupa on attack ground while making it slightly better with normal attack orders. In the case of the PIATs, it was expected (but failed) that the change would be enough to solve Brits issue with vehicles. Same thing happened to SU snipers. OKW mechanised resource conversion. It's easier, faster and more reliable to just scrap it. It's also probably better in the short term. It's just that it's a shame having to sacrifice that potential uniqueness. In: COH2 Gameplay |
Thread: An Old Schooler's Rant and Observations20 Jun 2020, 22:14 PM
I know it's pedantic but Publisher =/= Studios. After the fiasco of the last BF5, we can't really meme the fault towards EA. It's DICE, or DICE Sweden if you want cause DICE LA were mostly the ones who rescued BF4. Whether you like the genre or not, Apex Legends was a solid game and they had freedom to market and develop it however they like under the wing of EA. Same with Bioware with Andromeda/Anthem. It's not bad EA fucking things up, is the upper management in charge of the "vision" who constantly fucked up. In: COH2 Gameplay |
Thread: US Pak Howitzer Is Out Of Control 20 Jun 2020, 21:57 PM
I know. It's just that we have different views. You prefer to remove things while i rather just add or change. Think about this way: -Remove the mortar. This will never happen, because the reason it was added was to diversify the tools USF has early on, specially when given a min 0 MG42 to OH (which was done with the intention to balance the USF match up). No non doctrinaly flamer and now that smoke is not part of Rifles makes this an idea which will never happen. -Remove the Pack Howie. Neither the mortar nor the Scott are suited to be reworked and fulfill the roles the USF roster is missing. -Remove the Scott. The unit is not effective nor it's main usage is in indirect fire with barrage. In this way the unit sucks and it's better suited as a mobile lite Stuppa. If you were to improve the barrage, it would still be a mortar HT which arrives at the time other factions get access to medium tanks and rocket artillery. -Remove Major barrage. This is the only one which feels really different but only fulfills a niche role of dealing with basically static units as like having a light artillery barrage offmap. IMO the best way is to swap the Pak Howie with the Scott and rework both units. In: COH2 Balance |
Thread: What is the rationale behind tier upgrades?20 Jun 2020, 19:28 PM
OKW: I would say this was the least effective of the other 3 implementations. Obers arrive too late to be effective, at a point on which OKW is more looking towards getting a tank than adding another infantry units to their army. The good thing about the split upgrade on the Flak HQ, is that it opens up more possibilities to adjust timings for doctrinal units if that ever get's done. For ex, at some point it was discussed whether the JPIV should be behind the first part of the Flak HQ or not. Same with units like the Hetzer or Ostwind. USF: I think that 3 Rifles were a bit too few to hold on till the LT/Cpt arrive on the field and going 4 Rifles was too much, if you plan to get both MGs and AT guns as you will be clog down with 4 Rifles + 2 Officers. The issue was exacerbated when we had Armor company meta. People were just skipping on getting the major and play with both officers and just clutching on no tech armor call ins. The new timing means that you can add more organically an 50cal or add both officers while going with just 3 Rifles. Back teching to either tier for an MG or an AT gun is not prohibitively costly as well. There was also a swap of units as well, same with the bar/zook upgrade on the officers. Each tier has enough AT to deal with light vehicles. OH: PGs had always been the link between making viable T1 skips but they always arrived too late cause you had to spend first on T2 and wait for it to be built (which also require your Pio back in base). Unless you play with a sniper (sacrificing map control) you are not trading well 1on1 against Rifles or IS. You need PG/222/FHT to creep back into the game in a standard Gren opening. Getting PG before T2 means that you can skip on building another Pio/Gren and mix it up. Though with the latest nerfs to heavies, OH is not entirely dependent on Tiger to face on others factions heavies late game which opened up a wide array of commanders which focus in infantry and early game. People nowadays are using Osstruppen, AG or just going Pio + MG42 (on 1v1 mostly) for a map control approach and aggressive style with T2 units. On the other hand, some just go grens heavy with G43 or the 5 man squad upgrade. In: COH2 Balance |
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