Profile of Osinyagov
Post History of Osinyagov
Thread: OKW Doctrine Idea24 Jul 2020, 07:00 AM
Shall i say, that OKW has HMG in tier 0 already? Or maybe i should mention two barrage abilities in one commander? No, i think i will say, that OKW already has two command tanks, no need for third one.
In: COH2 Gameplay
Thread: UI dream changelog 23 Jul 2020, 18:53 PM
20 Jul 2020, 08:28 AMFargoth88
Roger, will adjust it. Thank you!
23 Jul 2020, 02:18 AMRoastinGhost
Excellent work as usual!
You know,this kind of this system i was trying to do here. As you can see, offensive abilities are always more on the left for regular units, and on the right/top for engineers. Vetability slot is just a try to keep some consistency with original version of the game. Your idea sound good for units with clear role, but need some research for units with unique or mixed role on the field.
On the other hand, for vehicles it’s definetly sounds as a good idea, i will review it later. Thank you!
Edit: i see you have unique profile portrait, if you have something to suggest for the game - go on. More UI artist is always better!
Thread: Ghost shells21 Jul 2020, 20:52 PM
I've seen it with canister shots for M-42, but iirc it was due to canister shells don't have proper effect for bounce, and just dissapear instead.
In: COH2 Bugs
Thread: Adjusted commander portraits19 Jul 2020, 14:26 PM
Ostheer version 2
This one was based on feedback from the thread and some our researches. Hopefully, this one gonna be the last huge update, since other faction are in good condition and may require only minor fixes.
- Now using regular uniform of panzer crews.
- Helmets changed on officer hats.
- Commander with officer has cross.
Also, one of them got headphones in case it's not unique enough.
Tank Destroyer Commanders
- Inside part of poncho colored in white, as was mentioned in the feedback.
- Updated officer hat.
- Elefant commander with scopes and recon got binoculars as exception to highlight his high performance in recon.
- Their uniform colored in green (like Osttruppen uniform)
- Pocnho for Pak 43
- Cross for officer
- Fixed extremely dark faces.
- Fixed location to match with other commanders.
- Luftwaffe Ground Support uniform was inspired by pilots coat.
- New uniform for Strategic Reserves Doctrine.
- Updated officer hat for both.
Infantry Support Commanders
- Removed assets for command Panzer IV.
- Festung Artillery got his original design, but with new assets.
- Storm Doctrine got grey uniform to not overlap with Osttruppen.
- Blitzkrieg Doctrine got regular German uniform.
- Updated officer hat.
9 Jul 2020, 13:47 PMRitaBrush
Appreciate if you do that!
Fixes for other faction
- Mechanized Company, as armor doctrine, got alternative variant, based on crew uniform.
- Lend Lease got updated face to closer with other UKF commanders.
Thread: UI dream changelog 17 Jul 2020, 23:52 PM
Thread: Nerf the Valentine17 Jul 2020, 20:44 PM
17 Jul 2020, 20:32 PMSander93
I personally think its performance is fine, and that it just needs to get a build time so it arrives a bit slower and can't be recalled as easily after losing one.
Why not just increase the price little bit, so it won't be so cost efficient, and add recharge time after it was destroyed, like with heavies.
Moving doctrinal stuff to tiers is not good idea in general, and even worse in case of UKF tech. UKF is faction, which especially overloaded with units in each tier.
In: COH2 Balance
Thread: UI dream changelog 16 Jul 2020, 22:45 PM
Thread: UI dream changelog 15 Jul 2020, 13:45 PM
15 Jul 2020, 13:41 PMRedgood
Good work, i am looking forward for patch going live
It's not official patch, only my dreams about it
Thread: The state of 3v3 map pool14 Jul 2020, 12:32 PM
I would spare my opinion about this gamemode too:
Rhein - mostly fine.
Essen - not really satisfied with building around fuel points and some tight ways, surrounded by walls or object (like trains). Overall fine.
EttStation - My favorite map, but obviously fuel is very safe, especially for north-east team. And if Red Army got FHQ in central station building...gg gor jerries.
La Gleize - okish, but very large for 3v3 imo.
Oka River - good map, after redesign one of my favorite. Suddently, it's the only map with ice, where it really can be used as gameplay feature.
Steppes - Just very big for 3v3. As 4v4 map - definetly one of the best. The only issue - very decolored and in general monotonous, but it's not a balance issue.
General Mud - Big, ugly due to weather, and monotonous. As mentioned before - spawn system is a big problem.
Angermunde - fine. In some areas wall were used as fences (lowered to be like fences) and not give cover and vision. Thanksfully, it's not in important areas.
Redball Express - mostly fine. Would like to see somme changes on the center, because some sightblockers can be destroyed on 80-90% (like wall of lubmer around VP) but still not giving the area of sight and units can't shoot throw them. Very confusing.
Whiteball Express - I hate this map in the beginning, but now it more or less okish, at least for 3v3.
VineFields - fine.
Hill 400 - don't know, usually vetoed. iirc was not satisfied with elevations on the center and advantage for east team due to cutoffs.
Hamburg - mostly fine after last huge rebalance.
Rzhev - broken. Winter map with summer skins (apply skins from summer slots), summer textures on buildings and vehicles is ugly as hell. The rest seems fine, additional plus for ice.
Lienne Forest - To big for 3v3, north fuel seems very safe. The rest is fine.
Overall, i think 3v3 has one of the most interesting mappools because:
- Has maps with ice (unlike other gamemodes)
- Has really clutch urban maps
- Has several good open area maps
- Maps are very different in terms of design.
Thread: UI dream changelog 14 Jul 2020, 11:34 AM
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