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Post History of karolllus
Thread: COH2 API server9 Oct 2020, 17:45 PM
Btw I was also wondering how are the ladder stats updated on coh2.org? Do you have some access maybe? In: Lobby |
Thread: COH2 API server8 Oct 2020, 20:18 PM
@elchino7 Thanks a bunch! Thats exactly what I needed. I will contact siphon-x and see what he knows about the API server. If anyone has any other information I will be more than grateful for help. In: Lobby |
Thread: COH2 API server8 Oct 2020, 18:07 PM
Does anyone know anything about API server for COH2? I was intending to build a website with match stats and some data analysis but couldnt find any information about the developer API. Also do you know anyone from COH2 support that I could contact about that? In: Lobby |
Thread: USF still dogpudding in teamgames with randoms21 Jan 2018, 19:04 PM
I'm gonna keep this one short. USF is still dogshit in 2v2 teamgames with randoms. This is due to the fact that the overall scheme of the faction is just bad. Faction is underdeveloped when compared to other factions. The main problem is no flexibility and lacking access to multiple units. Only thing you can and HAVE TO DO is spam infantry. Which is as much boring for the player as it is predictable for the enemy. I'm sure that some of the concerns I'm about to present have been mentioned in some other topic long long time ago (nobody cares so please hold back the stupid comment). These are the real reasons why USF sucks in 2v2 teamgames with randoms to the extent of my knowledge: 1 early game sucks hard, especially on maps where one building is covering highly valuable resource point(rails, kharkov, vaux etc.]), there are multiple reasons for that (RE dogshit, Rifles are too expensive and produce too long, - some might say its the reocurring theme of usf having problems with clearing buildings (might be true); - my take on the matter is that your first unit RE cant hold their ground against ost engies or stuprmpios even when in a building (thats a fucking joke btw) - first of all RE should be able to win with ost pios when in green cover and they are not, and at least scare off sturmpios when they get into a building (not get mowed down like a bitch) - rifleman are too damn expensive and their production time is too long (which is connected to another problem within the faction (overlapping spam of expensive infantry both in tiers and docs)) - since usf is packed with elite infantry all over the fucking faction (lt, cpt, rangers, paras, pathfiders you name it) why not make rifleman weaker and cheaper and produce faster so they are more like volks or something like that, not better, but CHEAPER and PRODUCE FASTER, this way you get better map control early - usf was supposed to be a mobile faction, giving it a mortar was better than nothing, but still it would be best to give RE flamethrowers instead as non doc ability to easily clear buildings 2. tier progression sucks because its linear and predictable - basically 80% of the time most people are going cpt because lt tier little shock value isnt sufficent enough to outweight cpt tiers balance unit composition, also maybe nobody noticed it before but being force to field LT or CPT to unlock tier is a major problem for a long time now - best solution would be to rework usf tiers from the scratch but since its NEVER GONNA HAPPEN I have came up with few simple to implement solutions that can save this miserable piece of shit faction - first, instead of being forced to produce LT, lets make so that producing .50cal unlocks LT tier, and in case of CPT, lets make it so producing ATG unlocks cpt tier (ofc it can work the same way as it does now, meaning first .50cal or ATG would have cost relative to LT or CPT now) this way we dont force usf to spam infantry and enable it to have more flexible unit composition all the time - second improvement regarding this matter relates to LT tier basically no AT; simple solution also aplying to other important feature, make bazookas accessible from the very start of the game with no upgrade needed, and combine grenade and BAR upgrade (accordingly to its value); this would allow usf to effectively deal against l/m armor 3. late game sucks because of lack of artillery, although people here might be againt adding any non doc artillery which I understand but they still need some kind of artillery late game in any shape or form, here comes major to the rescue with his little arty call in but there are two major problems regarding his arty: range of the ability to be able to be used and major working as a FRP during late game making him unable to use abilities - solution is simple, make major arty call in have global range - enable all major abilities when he is a FRP; this wont be as good as having non doc calliope or something but at least it gives you a little bit of pressure Basically the biggest faction problem is its lack of flexibility. I think those few tweaks presented above would salvage usf neatly in 2v2 teamgames. I dont know about other modes, but Im sure that if 2v2 would be fine after those changes. In: COH2 Balance |
Thread: Best of CoH2.org29 Aug 2017, 15:47 PM
The sole purpose of this topic is flame, and mr admin is enjoying himself here :thinking: In: Scrap Yard |
Thread: USF weapons should be on field upgrades29 Aug 2017, 15:41 PM
Said the most biased person in every each of my threads ^^ Im really seriously concerned by what your opinion about me is really In: COH2 Balance |
Thread: USF weapons should be on field upgrades29 Aug 2017, 15:40 PM
And here comes the truth. The only reason you disprove this idea is because you look down on everyone that doesnt play 1v1. You think that being good at 1v1 makes you good at every other mode in this game, that it gives you some kind of celestial knowledge about the game. While the fact is that being good at 1v1 makes good only at 1v1 and nothing else. You know only one mode and you understand only one mode and you lack basic experience in other team game modes. Im happy you admitted that your opinion is skewed and prefixed because it utterly shatters its validity to crumbles. In: COH2 Balance |
Thread: How USF faction should have looked like29 Aug 2017, 15:30 PM
NEW USF DESIGN T0: Rear Echelons, Rifleman, WC51, Ambulance T1: LT, .50cal, AT gun, PAK howie, M20 T2: CPT, AAHT, stuart, Scot T3: MJR, sherman, easy eight, jackson - USF mortar removed - FRP moved from major to ambulance and locked behind upgrade in hq available after you reach t1/t2; this way ambulance would work as a mobile hq - weapon racks changed to on field weapon upgrades with delay This might not be the best way to design usf but its way better than how the faction currently looks. I know the game is dead and there probably wont be any more patches. But still its nice to dream for a while. I think that with this sort of tier composition the faction would be not only mobile but would provide different playstyle options while preserving its main mobility theme and have hard counter to any enemy plays. In: COH2 Balance |
Thread: USF weapons should be on field upgrades29 Aug 2017, 14:45 PM
is it such a big problem to go pick a weapon when u recrew your units? yes because even if you manage to stay on the field by your ambualance by soft retrating all the time which takes a lot of good micro to do you are forced either way to go back to base to equip weapons from racks which takes even more micro because instead of clicking on the weapon upgrade you want the moment you gather enough munition you have to look back to base, click the correct racks and either wait for your unit to pick it up or queue commands just to do stupid shit like that. It would be 10x easier to just select a unit and the desired weapon and wait the delay like most factions do, which requires no micro at all. I dont mind the weapon such as bars being equipped only when out of combat to prevent cheesy unit wipes even though stgs get equipped during battle. I can accept this kind of inequality but weapon racks for usf are just one of many sneaky ways of burdening the player with unnecessary micro. Ofcourse 1v1 players will say its not important or stupid but thats because none of them play team modes and dont care about better balance in team modes. In: COH2 Balance |
Thread: USF weapons should be on field upgrades29 Aug 2017, 14:36 PM
finally a voice of reason In: COH2 Balance |
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