Siddolio vs Oziligath
Game One
Game Two

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Thread: SMC Spring Replays22 Apr 2018, 20:08 PM
Siddolio vs Oziligath Game One Game Two In: Events Central |
Thread: SMC G2 Siddolio vs Oziligath22 Apr 2018, 20:06 PM
gg In: Replays |
Thread: SMC G1 Siddolio vs Oziligath22 Apr 2018, 20:06 PM
gg In: Replays |
Thread: QUENTIN's Theory for help players to progress21 Apr 2018, 12:20 PM
Thread = revived |
Thread: Hull down in Spring Ballance Patch21 Apr 2018, 10:01 AM
So this change is somewhat on me, the 7.5 setup time was being pushed by Relic/Smith so I put forward that with all the offensive bonuses at a halfed set-up time all the drawbacks of the ability start to dissipate. A hulled down panther with 960 HP on current Hull Down stats would be completely broken, if you could set hull-down in half the time people would actually start seeing how op the stats it gives actually are. I'd rather not see the ability changed at all but if it's forced down to 7.5 seconds it cant have the offensive buffs it'd just be too OP. If you can constantly be setting up and tearing down hulldown quickly it starts removing the bad elements. Onlive Hull-Down fits a niche, the only reason it doesn't typically see plays in 1s is that the 3 most viable Ostheer commanders are around pushing early game and countering light vehicles (ostheer's main problem). I've been using it in my 2v2 loadout for a long time as have a lot of other high rank 2v2 people, Festung and Ele Comm in particular can combine CT's damage reduction with all the bonuses from Hull Down, total aids with Panther and Ostwind. But yeah i'm pushing for it to go untouched because it's actually a sort of well-designed ability, 15 seconds of set-up is a fairer risk-reward than 7.5 seconds if you get all the buffs you do on live. It has over-synergy with Ostwind, Panther and Command Tank In: COH2 Balance |
Thread: Spring Update - Balance thread19 Apr 2018, 23:57 PM
xd In: COH2 Balance |
Thread: Spring Update - Balance thread19 Apr 2018, 23:30 PM
Practical vs Theoretical, you can't play around RNG and numbers in COH2. You'd know this if you actually played the game at a competent level https://clips.twitch.tv/EnchantingTangentialLyrebirdTooSpicy Just happened upon this in ed's stream, maybe you can do the math on KT being penned 3 times in a row max range by SU85s, or 2 pens in a row from a ZIS. I'll take the 100% predictability of HP thanks In: COH2 Balance |
Thread: Spring Update - Balance thread19 Apr 2018, 21:20 PM
Do you know what RNG is? Do you know how armour works in COH2? Did you ever use Churchill pre its armour/hp swap? Do you know what consistency means? In: COH2 Balance |
Thread: Spring Update - Balance thread19 Apr 2018, 20:45 PM
This patch has gaping holes all over it yet people are up in arms about mini-nerfs. Also I feel totally vindicated on the stuff i've been trying to get into the patch for the last 2 months thats been disregarded in place of some truly shit change, so im quite salty In: COH2 Balance |
Thread: Spring Update - Balance thread19 Apr 2018, 20:40 PM
So you'd rather rely on RNG than have a reliable value to play around? Brilliant. You'd probably be a great Hearthstone player. It really isn't more or less survivable, comparing vet 2s next to each other is redundant, especially how often Panthers die with their coveted 'high' armour on live (they still get penned all the time on live, dont know if you've used one recently) The change adds consistency to a high value unit, that is something you should want when you make a big investment in a unit. The repairs could be a problem for Ostheer in 1v1 if you lose your pios over and over again but that usually doesn't happen and ost's crappy repairs are usually a early-mid game problem. in 2v2+ and for OKW its a moot point because of non-doc repair stations. In: COH2 Balance |
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