So much work, so much dedication, props to you !Profile of SlaYoU
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Post History of SlaYoU
Thread: Lümmel's World War 2 museum!25 Jul 2014, 18:07 PM
Wow mate, thanks so much for sharing So much work, so much dedication, props to you ! In: The Library |
Thread: New Commanders24 Jul 2014, 15:56 PM
Would you mind enlightening the rest of us about this commander ? I think a lot of Wehrmacht players are in dire need for something new ![]() In: Lobby |
Thread: Mechanized Company Artillery24 Jul 2014, 15:29 PM
Yeah, i probably jumped on you a bit too early. Nevermind what i said, still i think the easy one click truck nuke should be gone, as i also admitted the scavenger doctrine artillery is ridiculously OP right now, and needs to be looked by the balance team. Punishing a forward medi truck is a huge hit to the Oberkommando player, especially if it comes at no cost (or risk), or a very low one. If trucks could be called in when needed, it would be okay, but the 3 minutes timer is everything. Being able to "spread" the base is a feature for the OKW, but if as you suggest, blatant OPness of some abilities push the players to just settle for the starting area, then something is flawed. A whole faction design, or counters are too strong. As i said in the Scavenger artillery topic, i'm all in for a targeted "artillery resistance" that would apply only to USF and Oberkommando base structures. Would probably solve most of the issues. USF can't decide their base setup and positionning, and OKW somehow rely on this mobility to be able to compete with the other factions, that sounds fair to not punish everyone with one win buttons, don't you think ? In: COH2 Gameplay |
Thread: Mechanized Company Artillery24 Jul 2014, 15:27 PM
Normal base structures don't provide any combat use. OKW can build their bases in their base sector just like everyone else and be protected from artillery. Your base being destroyed is the risk you run for putting it further and further out into the map. Yeah, i probably jumped on you a bit too early. Nevermind what i said, still i think the easy one click truck nuke should be gone, as i also admitted the scavenger doctrine artillery is ridiculously OP right now, and needs to be looked by the balance team. Punishing a forward medi truck is a huge hit to the Oberkommando player, especially if it comes at no cost, or a very low one. Being able to "spread" the base is a feature for the OKW, if as you suggest, blatant OPness of some abilities push the players to just settle for the starting area, then something is flawed. A whole faction design, or counters are too strong. As i said in the Scavenger artillery topic, i'm all in for a targeted "artillery resistance" that would apply only to USF and Oberkommando base structures. Would probably solve most of the issues. USF can't decide their base setup and positionning, and OKW somehow rely on this mobility to be able to compete with the other factions, that sounds fair to not punish everyone with one win buttons, don't you think ? In: COH2 Gameplay |
Thread: Oberkommando West: Elite Armored Doctrine (Feedback)24 Jul 2014, 15:14 PM
I feel they should just change the model. Using a Panzer IV is just tricking people into believing that it should be as good as the original one. Maybe a Panzer III ? That would be nonsense historically-wise, but would probably reflect their ingame performance more. Nevermind, bad idea. And to be honest, being 90 fuel means they would cost 135 fuel for any other faction, so it is even not justified to be somewhat weaker than other main battle tanks. I think they should be even better than other MBT, because they are called as a 2 of, and require extreme ressource floating. But i am probably biased. I guess that a lot of people would agree that this doctrine require a faire share of rework. In: COH2 Balance |
Thread: War Spoils - Let's talk.24 Jul 2014, 15:06 PM
For a new players (like myself) there is an issue with the unlockable vanilla commanders The issue is that you can only get them from warspoils (thats a really low chance if you want a specific commander), and vanilla players got this for free trough leveling unlock, and now the new players only get from RNG god if they lucky. Never thought about that issue, that is quite valid. In: Lobby |
Thread: Mechanized Company Artillery24 Jul 2014, 09:26 AM
Off-map artillery is the only effective way for the US to deal with OKW trucks. Take that away and they have no way of punishing overextended medic HQs and flak HQS. It's already extremely hard as is since they lack non-doctrinal heavy artillery. If you hadn't just posted in the Scavenger topic telling its artillery shouldn't be usable in base sectors, i would maybe take what you say seriously. Double standards, much ? In: COH2 Gameplay |
Thread: OKW arty call in instantly destroys your base?24 Jul 2014, 08:57 AM
This is definitely a problem, it should not be possible for any faction to obliterate enemy bases with a click. I think it should work as the description of the ability is worded: it should drain ammunition. Right now, it uses ~200 per barrage, which is ridiculously low for the high damage output it has. A fix to this ability would probably be a 50% nerf towards BUILDINGS ONLY, as this is the perk of the whole doctrine, having one good arty strike that makes up for the somewhat lackluster perks otherwise. That artillery strike is perfect versus moving units though, it is avoidable, deals a lot of damage, is rather precise, i wouldn't change anything. I think the correct answer there would be to buff buildings of both USF and OKW (giving them some kind of "artillery resistance" of maybe 40-45% artillery damage reduction), since the issue has been reported for Mechanized company as well. In: COH2 Gameplay |
Thread: OKW arty call in instantly destroys your base?24 Jul 2014, 07:41 AM
I can definitely see a Oberkommando + Wehrmacht 2v2 combo being OP, with the Wehr player having an Air Recon + some kind of targetted arty, building caches so that the Scavenger player can reach a shitload of ammunitions (convert fuel to ammo + now 100% ammo income + Wehr caches), using air recon + whatever Wehr arty + Scavenger arty == dead base 20 mins into the game (at least any USF one, as it can't be spread like the soviet base). I just hope this will lead to some buildings reinforcements, as the Scavenger doctrine shouldn't be nerfed at all, it is balanced now (with Jaeger Infantery being a bit more costly and cheaper to reinforce). In: COH2 Gameplay |
Thread: OKW arty call in instantly destroys your base?24 Jul 2014, 06:19 AM
It is not Zeroing Arty, it is the Scavenge doctrine artillery. Without the ammunition starving, okw can easily break 800+ in the end game, and one shoot bases using this ability ![]() In: COH2 Gameplay |
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