Profile of drChengele
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Steam: 76561198002493220
Residence: Serbia
Nationality: Serbia
Timezone: Europe/Belgrade
Steam: 76561198002493220
Residence: Serbia
Nationality: Serbia
Timezone: Europe/Belgrade
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Post History of drChengele
Thread: Updates on BALANCE PREVIEW MOD 26 Apr 2016, 12:29 PM
Can't speak for others but rifle blobs ARE a problem. The reason Volks get more attention is that they completely dominate the meta at the moment. They shut down vehicle and tank play from the paper armoured Allied tanks. Rifles are a core unit, dedicating two Zooks makes significant impact on AI dps while Volks lose less DPS and are supplemented by other infantry types. Furthermore, German tanks are armoured and can afford some degree of maneuver even against Zookblob. Lastly, Werfer and Stuka are much more punishing blob control weapons than Allied counterparts (katyusha being the only stock one). Finally, Axis tanks are not required to flank, while allied ones are, and infantry held AT is the most flexible way to shut down tank flanks. Axis doesn't need to flank Shermans or Jacksons to penetrate so one of the most frequent causes of exposure to Schrecks (flank) doesn't apply to bazookas. In: Lobby |
Thread: Updates on BALANCE PREVIEW MOD 26 Apr 2016, 00:01 AM
Maybe in the same way having combat engineers makes Shock troops obsolete... In: Lobby |
Thread: people use strange logic on panzerschreck.25 Apr 2016, 23:33 PM
Schreck volks spam was a huge problem, I literally don't care for the majority of other changes. This one change has the potential to single handedly save CoH2 teamgame meta. Brits have no snare (not even Boys vet1 counts) and no handheld AT so in that respect OKW comes ahead. Snare on mainline infantry (which is now scalable) in a faction that has Pumas and jagdpanzers? I don't think people realize how potent this will be. I could live with a small range buff for Raketenwerfer to compensate. If Schrecks are REALLY that important for OKW antivehicle play, just give the Schrecks to Sturms (as originally designed) now that Volks can take some close range heavy lifting on themselves. It comes with a solid opportunity cost, since Sturms have many roles already, plus they can't be blobbed cost effectively, and lose lots of DPS. If you need Schrecks to fight early allied vehicles because rwerfer is unreliable, I can respect that, and a Sturm squad with a Schreck should be enough for some counterplay, and therefore no need for Schreck on Volks. If you want Schrecks en masse to fight mediums, in a faction that has Puma, JPIV, Panther, etc. then you deserve this change the most and are the reason it was implemented. In: COH2 Balance |
Thread: PSA You cannot retreat out of stun grenades11 Apr 2016, 20:30 PM
Obviously unintended extremely painful (when it happens) game breaking bug. there is no problem, stop making threads lol Urmel 2016, ladies and gentlemen. In: COH2 Balance |
Thread: Double maxim spam.13 Mar 2016, 02:55 AM
Agreed with OP on all points. I don't build Maxims just because I like to spam MGs. I build maxims because it feels good (and just a little bit wrong) actually killing infantry as Soviets early game, you know what I am saying? In: COH2 Balance |
Thread: Sim City28 Feb 2016, 03:28 AM
1. "Counters exist" This is a non-argument. It is a unit that is not invulnerable. Therefore it can be destroyed. Therefore counters exist. I want a 90 manpower MG42 with 20% increased range, instant pin, and 4x the damage. Since molotovs, smoke, grenades and mortars exist I guess this would be balanced in your book, since existence of counters apparently immediately invalidates any discussions of a unit's effectiveness and gameplay impact. 2. "Just cap the rest of the map" 1v1 maps can be very small and some 2v2+ maps have an insane amount of chokepoints and good mortar pit spots. Try capping the rest of the map on Kharkov or Rails. This is more of a map design issue but ultimately since the game is played on these maps, and since it's unrealistic they will drastically change all the maps, then the units and abilities should be designed around the current map design, not for some hypothetical vacuum. 3. "Emplacements mean less map presence" Absolute myth. Let that mortar kill 12 Grenadier models during its lifetime and it more or less paid off for itself through reinforcement costs. Everything after that is a NET POSITIVE, it means your mortar pit allows for MORE British squads on the field than German ones. When you have an infantry squad that inflicted 20 casualties you must ask yourself how much reinforcement cost went into it to get there. Not so for the emplacements. There is some opportunity cost of having to dedicate engineer to repair ( a very cheap squad to create and reinforce. ) except the sim city commander now allows you to go without that as well. Whoops. In fact, I would argue that emplacements can translate into more map presence having locked down a part of the map, the Brit player can afford to send their mobile elements farther out. If the Axis attacks the emplacements they can't do it piecemeal, they need to invest constant pressure involving significantly more micro and more units in well-timed combined arms attack. which means it is Axis whose map presence is impaired. 4. Emplacements are balanced. Who gives a crap if they are or aren't? That is besides the point. The point is that a game that is ostensibly about positioning, maneuver, combined arms and flanking ends up being about two people lobbing shells in a parabolic curve at each other from across half the map, watching hit point bars slowly go up or down for minutes at a time. Oh except you can't do that either because counterbattery. Whoops. In: COH2 Balance |
Thread: Vetoes not working properly27 Feb 2016, 22:22 PM
I am not sure this is a bug but I'd like to direct people's attention to something. Since the "play only on 1 map ever" bug was fixed, the map rotation seems to be doing fine but we are playing on an inordinate amount of maps that we vetoed. I usually play 3v3s and 4v4s with arranged teams. We have been doing this team routine for a while and I know for a fact that if you veto a map in a 4v4 arranged team it is considered to get 4 vetoes and you are practically guaranteed to never play on it (unless there are exactly 8 maps in the rotation and the other team just happens to veto the other 4 maps or something like that). When it's 3 player AT playing a 4v4 we very rarely get a vetoed map. Well we just played 3 games on vetoed maps back to back in a 4v4 with a 3 player team. For the record, I did the "unveto then veto again" thing but it didn't help. This has literally never happened during the past several months that I've been playing with this arranged team. There are no steps to reliably reproduce this AFAIK. Maybe it is not a bug at all but just really bad RNG 3 times in a row. But again, I can't remember that this ever happened. In: COH2 Bugs |
Thread: February 25th Update and It's Impending Hotfix26 Feb 2016, 18:13 PM
I work in IT fyi, managing databases for the Australian Health Department. In my position, if I was to to catastrophically fuck up and corrupt an entire database full of confidential medical records, I would be hung by my balls. That's why we TEST TEST TEST. We take every precaution possible to make sure shit like this doesn't happen.I am sure you were simplifying to get your point across. Since it's 2016 and replication is a thing, corruption shouldn't even be a possibility with the right setup. At most you need to rollback a few hours after a critical thing happens. And it will happen sooner or later no matter what your failsafes are (and for some systems even those few hours will generate a loss of millions). As a fellow coder who dual-specializes in game development and backend engineering I can safely say that it's a bit silly comparing business applications with games in regards to reliability standards. It's just two completely different worlds, which of course explains why someone outside of game development would be outraged by Relic's track record. If the most you are concerned is getting the right info in database tables, then game development is a different beast. Things are much more difficult to test (unit testing in particular is of limited to no usability for the majority of the code), state replication is a pain in the arse, and generally, the logic layer does not consist of easily compartmentalized and well documented controllers. But the thing is, even with all that taken into account, I completely sympathize with all the coders here. These people are getting paid money to get things right. Nobody writes perfect code, but there is imperfect, and then there is Relic patches. There were many times when I was thrown into exasperation by the way Relic handles patches. Even in game development there are best practices, there are standards. For example, having ANY FORM OF QA WHATSOEVER, which Relic clearly does not. It is obvious the game is being maintained by a skeleton crew while they are working on DoW3 or whatever it is. Relic told us that they knew about vet problem for 4 monthThis is incorrect. After players reported the vet proble, they went back and realized that the bug had been in the game for 4 months (which was when the last batch of vet changes was in the game). There is enough shoddy stuff to blame Relic for in this patch. No need to make up falsehoods as well. Welp. At least we are getting a prompt hotfix. In: COH2 Bugs |
Thread: Soviet T3 and T4 suggestion23 Feb 2016, 01:44 AM
T34-76 zerglings in t3? Seems not bad ideaOh man, but why stop at 2? I would also accept the T34/85 buildable as stock from T4 (come on Relic, with Panthers and Stugs everywhere would it really break the game that much?) and then the T34/76 could be completely relegated to call-ins. But how to make a t34/76 callin appealing? EZ : Triple callin @ 11CPs, 600/200, 25 pop, no tech requirements. Okay, that might be over the top, but Soviet mediums need SOMETHING to stay in the fight against the German beasts, and in the original design it was supposed to be sheer numbers. Okay, but Relic just can't seem to commit to the idea of giving at least some leg up to Soviet nondoctrinal tanks. Meanwhile Germans get Panthers, Jagdpanzers and Kingtigers but for some reason Soviets don't get any of that except doctrinally and they still cannot get even cheap, timing-appropriate, spammable medium tank? Why is that? In the current meta, especially team games, an axis infantryman can't sneeze without four Panzerschrecks dropping out of his backpack, and literally anything Axis heavier than a halftrack will chase a single t34 off the field. I've never once in my life seen a T34/76 and said "crap" (well maybe during their brief time as the rammobile). Make them "zerglings" as Adviser said, and they would at least be an unpleasant surprise for the Axis when two of them burst from the fog of war (and then proceed to miss or bounce off everything and anything ). In: COH2 Gameplay |
Thread: FEBRUARY 25TH UPDATE - RELEASE NOTES23 Feb 2016, 00:16 AM
EmpireErwinRommel pointed this out but I feel it's worth saying again - isn't this THE WHOLE POINT of rocket artillery, to inflict potential squad deaths? And the main reason it would be nerfed (as the most effective allied rocket arty), would be to allow the volk blob of doom to continue spreading the doom.The whole point of a ZiS is to kill tanks but it doesn't mean it should oneshot a Jagdtiger. Efficiency is what matters here - calliope is simply too good at saturating a too large area for a long time (and, unlike Katyusha, its first barrage has a lot of rockets and can kill squads on its own). This does not kill only Volks blobs but also set up weapon teams, tanks repairing at the repair station, and any vehicles that dare to stand in that general area. Volk mass is a problem, no doubt about it, and you will never see me arguing against blob counters. But you do not solve a problem with overperforming cheese unit by giving the other side an overperforming cheese unit (what ever could go wrong with THAT approach, I wonder?). In: COH2 Balance |
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