Profile of T.R. Stormjäger
General Information
Broadcast: https://www.twitch.tv/stormjager_live
Steam: 76561198021567998
Nationality:
Greece
Broadcast: https://www.twitch.tv/stormjager_live
Steam: 76561198021567998
Nationality:
Greece
Signature
Playercard of T.R. Stormjäger | ||||||||||||||||
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Post History of T.R. Stormjäger
Thread: Soviet Core changes commander Revamp Patch3 May 2019, 19:49 PM
I think the Maxim should be just replaced with the mg34 model with different stats to get rid of the deathloop. The game would lose some authenticity, but would become much more functional. In: COH2 Balance |
Thread: Rifle squad and Calliope need more buff.3 May 2019, 19:47 PM
Is that why people started spamming Stormtroopers and skipping T1? In: COH2 Balance |
Thread: USF Core changes commander Revamp Patch3 May 2019, 19:45 PM
Yeah don’t balance anything, it’s all just unique faction design. Except when usf got 6 man paratroopers which were supposed to bne unique to soviets, but we don’t talk about that. Or when UKF got usf style weapon crates at base. Or when usf got the wehr mortar in T0. In: COH2 Balance |
Thread: USF Core changes commander Revamp Patch3 May 2019, 19:43 PM
You guys are ignoring the fact my original suggestion was to balance them around a population cost. This would prevent cheese of going over the 100 popn cap (which is very frequent in games where you conserve units well and float resources) and having consistently lower pop cap than your opponent and getting more mp income. This is not unique faction design, this is unfair. My siggestion was to tie pop cost to vehicle crews. This also wouldn’t harm swiching crews between vehicles, as crew inside the vehicle wouldn’t take up its own pop cost, but the vehicle would. For instance an M3 crew with an M3 pop cost would enter an M20 and the M20 would retain its pop cost. This would be a perfect solution and prevent saving crews to be used as cheap weapons holders and cappers with minimal pop cap effect. Again, if you think this is not important and doesn’t affect gameplay just give everyone vehicle crews and you’ll see just how potent they are when an okw player in a teamgame drives 6 panthers into you followed by an army of volks. In: COH2 Balance |
Thread: OKW Core changes commander Revamp Patch3 May 2019, 19:37 PM
Yes they do, but the majority of usf players play the recon commander and they all use the paratrooper/pack howitzer drop. In: COH2 Balance |
Thread: OKW Core changes commander Revamp Patch3 May 2019, 19:28 PM
Where's the raketen changes? It seems to be universally agreed upon to be cheesy. It's annoying to use and play against, so how is this not a priority Agreed. Remove the moving camo and make it better at tracking and with more range. In: COH2 Balance |
Thread: OKW Core changes commander Revamp Patch3 May 2019, 19:28 PM
Remember when players were screaming that putting pak howitzers on the recon commander ability would result in nobody ever picking that doctrine and that relic hates usf for doing that? In: COH2 Balance |
Thread: UKF Core changes commander Revamp Patch3 May 2019, 15:53 PM
This isn’t meant to be a buff/nerf, but rather an idea that may be shaped either way. What if the UC vickers was treated as the ostheer halftruck, where it’s usable on the move, but gets bonuses and suppression once you dig it in? In: COH2 Balance |
Thread: OKW Core changes commander Revamp Patch3 May 2019, 15:51 PM
And mechanized hq the dominant tier for OKW. Same for both. In: COH2 Balance |
Thread: OKW Core changes commander Revamp Patch3 May 2019, 15:36 PM
Cheaper units that arrive early are worse then expensive units arriving late, yes, that's how balance works. Leig is 570mp and 40 fuel to get to. Pack is 590mp and 55 fuel to get to. If you think this difference in cost justifies on unit being absolutely useless and the other being used in every single usf game with great performance, you need to revise things. In: COH2 Balance |
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Latest replays uploaded by T.R. Stormjäger
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