All I need is more existential dread in my chosen forms of recreation. +1
Profile of sluzbenik
Nationality: United States
Nationality: United States
Post History of sluzbenik
Thread: Let visible lifeless body in the battlefield9 Dec 2021, 22:50 PM
Thread: Poll on new zoom out level in CoH3 alpha5 Dec 2021, 15:35 PM
The zoom level would be fine if you could see your units at high resolutions. The overly realistic color schemes are ironically what's breaking immersion. Everything's drab tan brown, units blend in to much with the background, so all you can do is look at the unit icons. And all the ground clutter and detail does not necessarily make for a better game. They need to make major changes to make this interesting to play and look at.
Thread: COH3 Retreat Paths, Solved1 Dec 2021, 18:30 PM
Option 1 is best and really would solve the one major aggravation with retreat paths even for people who know the maps and possible paths well - if your unit is in front of an obstacle and has to go east or west to retreat south and you are near the middle of it, it's very hard to guess which way it's going to go. One way = squad wipe, the other, you save the unit. Most of the time people won't even need to use it I think.
Option 2 is just prima facie unfeasible. The murder stuff on retreat meta is already aggravating as hell and this would just raise it to silly new levels with camping of retreat waypoints.
Alternately, I am not a fan of this mechanic anyway - I totally disagree with Stormless that players should lose units for taking risks. COH already punishes aggression and risk-taking enough in numerous other ways and overly rewards caution. So you could just buff received accuracy on retreat to make retreats less painful, though I realize this lowers the skill cap. But keep in mind that making retreats less deadly would just lengthen games, the better player is still going to win, but it lets people make a few mistakes and indulge in some risky moves. To me, that would make for a more exciting and fun game.
A concrete example is the very common initial con/con/eng vs gren/mg/pio engagement. In the current game, unless the Axis player really screws up, this engagement gets lost every time these days by the Sov player because while the MG might get scared off, one con is almost certain to die on retreat because the damage output from the defending pio is so high. This engagement on paper ought to be a toss-up every time if players have equal micro but never is in practice because of the retreat damage.
Thread: CoH2 Summer 2021 Balance Patch - BETA21 Aug 2021, 12:35 PM
Snipers with a 25% movement speed penalty after firing? Why not just take them out of the game at this point? The whole point of a sniper is a high risk/high reward investment that requires constant micro. If you have to keep it behind everything because it's too risky to do anything else with this new movement penalty, no point. Just remove them from the game.
Thread: The devs did it again... Buffed B4 into the heaven22 Jun 2021, 11:02 AM
If there was a way to counter the B4 in a 3v3 or 4v4, it actually feels pretty good and made the doctrine useful. But they took away counter battery, so there is no counter except suiciding a tank.
In 1v1 or 2v2 it's probably better, but on a rectangular map with any kind of mine play you're not going to get it.
It's a game breaking design failure. Really no way to rework it again I think.
Thread: Finally patch is live19 Jan 2021, 02:45 AM
Hard crashed here in lobby switching from 2v2 vs AI to 1v1 custom with one of the new maps (forget which).
I did play an entire 2v2 vs people before that. My first game went fine.
Oddly I just started to see the frame rate drop bug before the patch a few days ago, it would run at 80-110 and then suddenly go to a steady 15. So I doubt that has to do with the 64 bit update.
Thread: Infantry, mortars and MGs: relationship and scaling. 14 Dec 2020, 02:12 AM
Just chiming in, I agree with the mortar cost reduction, maybe just for US though. The Ostheer mortar still has a longer range and is eminently more useful given how Ostheer is played. The Sov mortar sucks too but at least it doesn't get wiped as often. The US mortar is not built because its range sucks, so it's the unit you're most likely to lose. It loses a little health from a flank and then the Ostheer mortar has a very easy time wiping it. It's just never worth it.
Vs Ostheer in particular I feel like every game where I go rifle, rifle, captain/lt, I'm floating too much, but 3 rifles + officer is too much of manpower drain. I think if the mortar was cheaper it would ne worth the risk, open up the game and give US something to do with that extra MP early on if playing R-R-officer. Right now vs Ostheer you either go nades to have a chance against a well-microed MG or you try to stall for the flak truck/pak howies, a mortar just means a loss of map control.
MG suppression help is probably not necessary, if you want to buff, buff veterancy. That will also help late game. Don't forget the patch is giving us MG reload which will partially fix the problem of blobs sniping the gunner over and over.
Thread: [Winter Balance Update] SOV Feedback10 Dec 2020, 09:52 AM
New idea for ram: make ram into an equipable ability with a 60 second or longer cooldown. If you want to ram something, you lose the main gun until disengaged + cooldown, meaning you have a useless tank for a while, and if you miscalculate the ram attempt, that tank can't even fire back until the cooldown is over.
I'd still like T34/76s to be viable. Wish we could try returning to the original vision of a cheap spammable tank that's basically useless against even a PzIV unless you have two of them. Make them cheaper, build faster and more acceleration, do some DPM calculations and nerf the main gun if need be.
Thread: [Winter Balance Update] OST Feedback6 Dec 2020, 21:53 PM
And the mirrorification continues...
But it is a good idea to put the damn MG back in t1 and make grens buildable from HQ. You'd really rather have multiple grens and a sniper vs Brits because on most 2v2+ maps you can't do anything vs Brits who get green cover somewhere until 60 muni and the Bren carrier negates the MG anyway. Gren spam perfectly viable against US either to outnumber or outcap. Soviet a little more problematic because of hurrah but you should still be able to get your side even in 1v1.
Thread: Bugged rifle4 Dec 2020, 19:13 PM
Not sure when it happened, around 23 minutes in, at first I thought no units were responding to commands from the command card, but after alt-tabbing it seemed to be just this one rifle.
The command card wouldn't show up for it when I selected it. The only thing exceptional was this squad picked up an airborne LMG.
In: COH2 Bugs
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