1- Pointless cause the improvements is negligible and doesn't fix the issues with caches at their core. 1v1 =/= teamgames.
My view for caches for future titles is this: for point capping protection, the cache is cheaper to build, it's not resistant to small arm fire but provides no resource boost. ONCE a cache is deploy ANY TEAMMATE can build on top of it an extension which provides resources ONLY to the player who build it.
2- No to the PG build timing. MAYBE the pshreck upgrade been locked down in T2/BP2.
3- Too much backslash for that to ever be implemented at all. I think it would require nerfs to either or both in vet and their early game performance (example locking down weapon upgrade and satchel behind same Conscripts HQ upgrade on mollies and AT nades).
Brainstorming: the flamethrower upgrade actually reduces the squad number from 6 to 5.
4- The rak is there for due to no min 0 snares. Pointless change for SP.
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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: List of my Suggestions for Balance with reasoning19 Jun 2020, 18:35 PM
In: COH2 Balance |
Thread: US Pak Howitzer Is Out Of Control 19 Jun 2020, 18:04 PM
Design =/= implementation. A faction without light (mortar) nor heavy non doctrinally (rocket fire) indirect fire which was supposed to be carry by Uber Rifles with weapon and grenade upgrades. The unit was still bad cause it was trash till it got to vet 2, at that point the auto fire was replaced by HEAT rounds which made it broken. Not to mention accessibility nor survivability. The 2nd point made the vet trivial once you move out of 1v1. The "HEAT" rounds are borderline broken. The issue is not the rounds, it's the barrage. It's still design around been an upgunned mortar alas Soviets 120mm. Similar concept problem is the B4 or the Scott HE barrage. B4 shells is strong as hell. The barrage i would say it's bad, not because it's UP but because it's highly RNG unreliable. It's either a tank destroyed or a miss. Scott is supposed to be fulfilling this duo role of been a mini mobile Brummbar and been a mortar HT. The smoke on the move is fine but the HE barrage doesn't "work". You get the most of the unit in direct fire. Devs designs things with a certain use in mind. That "VISION" of how things are supposed to go through and be used certainly crashes once it goes into the hands of the players. In: COH2 Balance |
Thread: US Pak Howitzer Is Out Of Control 19 Jun 2020, 16:21 PM
I would say Pak Howie was a badly implemented units from it's conception. Drop the autofire and rework it to a barrage only unit or keep it as it is. And if not possible, nerf the autofire (rof) and buff the barrage. It's like a sniper. Annoying and "imba" if it goes un-countered but dies and gets wiped by so many things. In: COH2 Balance |
Thread: Mod Release, Design and Live Fixes and Issues19 Jun 2020, 16:12 PM
All changes applied outside of the tech faction reworks, still feels like organic changes applied to the game. This is basically a whole new different game and starting to balance it from 2013. For every 1 good idea or which could be considered implementable in the game, there's like 3 or more that are bigs no or that will never see the green light. In: COH2 Balance |
Thread: Kubel idea18 Jun 2020, 20:54 PM
The kubel late game is viable but not for the reasons you think. Once scary LV start to show up, just use it to cap things on your side of the map and activate the maphack ability 24/7. It works better for people who goes for a Stuka and play with tactical map. In: COH2 Gameplay |
Thread: An Old Schooler's Rant and Observations18 Jun 2020, 20:47 PM
I'll address different points separately. I think you are confused with time frame and remember everything in tainted rose glasses. Lethality was higher back then (double weapons, 1919s, Obers, mortars, artillery, etc.) There were 2 time frames on which small arm fire lethality was low. 2013 game release on which units takes eons to die and maxim/MG42 was a thing (which led to small arm fire rework and 1.25 RA weapon crews) and beginning of 2016 when ALL OFFENSIVE VETERANCY ON INFANTRY didn't work at all. https://www.coh2.org/topic/49473/gamebreaking-veterancy-bug Plenty of yellow cover giving 0.50 RA + natural RA gained through vet offsets any of the weapon upgrades on units, which is the reason it was not discovered faster. Once you fixed that shit, suddenly ALL infantry units gain access to around +40% improvement on the offensive department. _____________________ Micro/APM. I don't think that the game has gone up in any case and it's not even close to ALL other RTS out there. What is has change is that BLOBBING and relying on FOTM META OP units is slightly harder. There's nothing wrong with blobbing or playing meta, it's the dunning Krugger effect that it's an issue. _____________________ People taking breaks and expectations. If you were to not do exercise for 2 years and then decided to run a short marathon in a glimpse without preparation at all, i will feel sorry for your lungs and heart. Just because you were USED to do something in the past, doesn't mean it will hold it's ground in the present. If you keep getting old and launch the game when you are already stressed out from work having your brain operating at 50%, don't blame the game. You are just on the other side of the coin when back then you were defeating this kind of people as well. All if not most PvP games evolve and change with time. If you are not aware of the meta/change you will struggle. If your fun comes ONLY from seeing the victory screen, then i feel sorry for you. I think the game does a very bad job with ELO/MMR decay so it will take some time before those numbers goes down till you face people at a similar skill bracket. In: COH2 Gameplay |
Thread: After playing ostheer in 2v2 all day15 Jun 2020, 16:29 PM
I guess this will be the one of the only productive comments in the thread. In: COH2 Balance |
Thread: Tiger nerf14 Jun 2020, 17:51 PM
... You are basing your opinion in the last 2v2 tournament while ignoring both the last 1v1 tournament and the ones prior to the patch, if you say OH was the least "heavy dependant". OH 1v1 =/= OH teamgames. OH has already made a comeback in the 1v1 scene. In: COH2 Balance |
Thread: Tiger nerf13 Jun 2020, 22:10 PM
Heavy meta was a much worst deterrent for OH play than for any other faction. OH can now use infantry doctrines while before they would be in a really awkward spot if they were gonna be facing heavy tanks. I think whenever heavy mobile tanks gets 50 range through vet, they remove most of the options to counter them. In the case of OH, it makes both the Stug/PV have no range advantage. When you can play without fearing so much the late game, you can actually push for early game and punish certain factions such as SU, before they can bring their power play (T70 or late game). Before buffing ANY HEAVY, i would start first by nerfing said commanders first, then adjusting vet performance down on TDs and whatever adjustments needs to be done in general due to FOTM. In: COH2 Balance |
Thread: Tiger nerf13 Jun 2020, 20:53 PM
The moment normal heavies are viable on 600+ popcap games are the times where they are broken for all game modes. 1v1 meta vs 2v2 meta vs 3v3/4v4 meta is completely different. Heavies were FINE on smaller modes although with a variance in performance (RNG). They pushed them to be reliable and arrive sooner and boom meta on every game mode. The analogy to the heavy TD/Howitzers, is that it would absolutely destroy the game for 2v2 and up if we were to make them viable for 1v1. Accessibility and cost are not something i'm opposed to see discuss but if anything happens, i would rather see the vet 2 range extension discarded in favour of something else (this would help OH more than vice versa). PD: heavy meta deleted mediums from the game because the stalling for a heavy is rewarded on facing a SINGLE medium in the opposing side. If you want a more diverse meta on 3v3+ teamgames, you should advocate for a nerf in Jaeger Armor and ISU commander, not making Tiger/IS2 doctrines stronger through giving them buffs. In: COH2 Balance |
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