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Post History of Jinseual
Thread: Pio/CE Flamethrower upgrade29 Dec 2013, 17:49 PM
god, do i remember the times when i see an pioneer or engineer just getting a flamethrower to just see it explode immediately upon receiving it. thanks relic's stupid rng. In: COH2 Gameplay |
Thread: Germans are bad27 Dec 2013, 01:33 AM
how bout.. make grenadiers 5 men and soviet squads 8 men? In: COH2 Balance |
Thread: New Doctrine - Lend Lease26 Dec 2013, 00:04 AM
Matilda II pretty much like a t34 but with stronger armor and weaker gun, it's really slow though. M3 Lee doesn't seem like a good anti tank weapon, the Soviets already have enough anti infantry tanks. P39 sounds like something the Germans would have. I would like to see Shermans and Stuarts in the game though since they could play a good role in the game. I made lend lease suggestions before which I hoped Shermans would be like the t3485s (back then I also wanted the T3485s to be different than it is now) and Stuarts to be like t70s but slower rate of fire and an mg on top. In: COH2 Gameplay |
Thread: Germans are bad25 Dec 2013, 18:37 PM
The German tanks are already powerful in this game, but not for the right reasons. I also hate how Relic throws away reality to balance the game. Sure some parts of reality has to be thrown away to balance the game, but most aspect of reality is the best way to balance the game. The eastern front is a more balanced match than any other fronts in the war. The Soviets have weaker equipment but were still able to win due to huge numbers, while the germans can have their strong expensive weapons while the soviets can spam there cheap units. Instead, Relic wants to balance around gimmicky abilities instead of removing these stupid abilities to better balance the game. We now have weak Stugs that depends on their Vet 1 ability to be useful. Ramming t34s, now they rely on RNG to win. Speedy Soviet snipers, and super accurate vet 1 mortar ability. It's hard to balance the game when there are so many stupid ideas stuffed into the game that ruin balance yet Relic devs still wants to stick with them. In: COH2 Balance |
Thread: what the hell is that noise? 22 Dec 2013, 18:29 PM
https://www.youtube.com/watch?feature=player_detailpage&v=nUjELvYLw_0#t=1535 I often hear that loud clacking noise ingame, and it's really bothersome as it sometimes gives you a heart attack during gameplay. i want relic to tell us what is it, and why does it come up. In: COH2 Bugs |
Thread: INPUT LAG Relics Lost Cause19 Dec 2013, 05:54 AM
I don't think a person making up random numbers should be in any position to tell me to do any research. Especially, since your poorly conceived statement is based on your lack of knowledge and reasoning. Even if you did "research" your numbers are still conjured out of nowhere, and your post was pointless and ridiculously stupid. I have played vCoH before it's been moved to steam servers, I never said I assumed that others are perfectly fine. I have experienced input lag from vCoH as well as in CoH2. I also experienced flawless connection with both games. The only reason why it seem like we have more lag in CoH2 is because in vCoH we can actually choose which players we can play with since we could see their ping and their past computer performance in the lobby, and if it's poor we can just simply kick them before we decide to start a game. In CoH2 there is no way to determine how good the other players connection is unless you played with them. In both vCoH and CoH2 automatch I was able to play with only a little noticeable lag in 1v1s. In vCoH 4v4s in automatch was really rare, and most 4v4s takes place in basic match where players can actually kick out the laggy ones before they could start the game. However, in CoH2 most of the 4v4s takes place in automatch where you have a higher chance of playing with players with poor connection. Even if you made a custom lobby with friends, you cannot see which one of them has poor connection. In: COH2 Gameplay |
Thread: Stug III e needs some love18 Dec 2013, 23:01 PM
i think the only reason why the stug III e is in the game is that relic heard players want new units, so they just shoved in a new one from ToW because for some reason they don't want to make any more new tanks. it will be much better if it was replayed with a stuh, which was in action in stalingrad after all. In: COH2 Balance |
Thread: No RNG mode18 Dec 2013, 22:57 PM
i would hate to be the guy that had his full hp panther's engine destroyed by an at nade even though it happens once every 1000 years. In: COH2 Gameplay |
Thread: No RNG mode18 Dec 2013, 22:46 PM
i think the rng level should be reduced. flame throwers should do some consistent damage instead of relying on crits to kill, that includes moltovs. flamethrower squads should not have units randomly explode even when a model doesn't get killed. at nades or panzerfaust should not have a engine destroy crit unless the tank is under 20 pct hp. the only rng stuff that makes sense is penetration, and accuracy, but stupid things like engine crits or losing a flamethrower immediately after you buy it, needs to go away. In: COH2 Gameplay |
Thread: need better control for tanks!18 Dec 2013, 02:46 AM
i would also like the vehicle pathing to improve but it doesn't seem something that could be easily fixed, and since i don't know how relic made their coding nor do i understand much about coding there is nothing i could really say that could help except complain more, which doesn't help so what's the point. however, my suggestions like "hold fire button" is more feasible since it's been done before in vcoh and units in coh2 have such ability. In: COH2 Gameplay |
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