
Profile of elchino7
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My controls weren't working
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
Post History of elchino7
Thread: Changes i feel grens need3 Jun 2020, 20:40 PM
Well, i guess we are at bargaining stage. In: COH2 Balance |
Thread: Reworking 'Brace'3 Jun 2020, 19:00 PM
I guess it's time to test how to effectively use the Stuka to kill a mortar pit. In: COH2 Gameplay |
Thread: Changes i feel grens need3 Jun 2020, 18:43 PM
Some people can't move out from the first stage of grief (denial) In: COH2 Balance |
Thread: Stuka CAS2 Jun 2020, 03:43 AM
There's brainstorming ideas and concepts and then there's implementation. Anything that is already in the game is feasible. But been feasible doesn't mean it's gonna be easy to implement nor that it would be approved. This is something new. The closest that came to my mind was the old IR HT beam and we know how that end up. In this case, you are trying to apply a dynamic "debuff" which works from the Loiter plane PoV. Can you retrieve that information from the plane and use that to locate which is the target and then make it so it gets a "mark target" icon show up for as long as the plane needs to attack it and then disappear and repeat the process? If this was feasible, that would be great. But i'm not holding any hopes on any new feature been implemented as long as it's not already done by some modder. At the end of the day, this would only be an UI thing, cause the behaviour of the Loiter would remain the same. In: COH2 Balance |
Thread: SU-76 - A Slight Adjustment1 Jun 2020, 21:57 PM
1- Remove infantry crushing. 2- Increase rotation OR speed. Not both. Ideally rotation. 3- Reducing barrage cd would be fine. Would put it to 40 so it doesn't go further down than 30 with vet. In: COH2 Balance |
Thread: Stuka CAS1 Jun 2020, 20:37 PM
I'm talking about how you are ACTUALLY supposed to code it. Not the general idea behind it. Without requiring "hack" type solutions to make it work. In: COH2 Balance |
Thread: Stuka CAS1 Jun 2020, 19:31 PM
A vehicle that gets tracked should have an icon over it until the lock expires. Similar to when your tank gets tagged with "Mark Target" you see an icon How is that supposed to work? Cause it would be a dynamic "debuff/tracking" been applied each time each of the planes is attacking something and had to be removed once the strafe is over. So it wouldn't be a fixed amount of time cause the time between tracking and attack varies greatly. The mark target icons informs you that your tanks is receiving more dmg and it's independent from the plane circling around. I'm just saying that it's not like copy pasting an already implemented feature. In: COH2 Balance |
Thread: Sneaky PIAT commandos1 Jun 2020, 19:18 PM
im sure we once agreed in this forum that the unability to deal with blobs comes down to a l2p issue Absolutely. You punish blobs in late game with artillery. The point is that MGs effectiveness during that point of the game lose value even against single squads because they are 50% as effective as in the early game and the only way to circumvent this is with vet which is easily lost at that point. And that doesn't counter it completely. If crater light cover provided no benefit against suppression, it would have no effect on pintlemounted MGs cause the accuracy modifier would still be applying. None of this will change for this game, but it's something i will like to see address in future versions. If it was up to me, rocket artillery, mortars, tank shells and grenades shouldn't create cover. Would leave this to Howitzers, bombing strikes and so on. In: COH2 Balance |
Thread: Two molotovs in the same spot?1 Jun 2020, 18:48 PM
i did the test 3 times 2 different things: 1- Iwas under the impression and might be wrong, that the explosion from molotovs did minimal dmg but followed the same rules as other grenades with drop off dmg. If that is not the case then it makes absolutely no difference against buildings. 2- If you are not aiming your grenades, you are doing it wrong. There are 2 components applying when hitting a garrison. The normal AoE of a grenade applies as if they were outside, but the far dmg applies to all models inside a garrison, disregarding how far away they are from the explosion. In: COH2 Gameplay |
Thread: Sneaky PIAT commandos1 Jun 2020, 18:36 PM
1- Removing sandbags is stupid. Now, going for a middle point between spamming them while hugging strat points and nerfing can be achieved. 2- Loiters had always been stupid but if people just realise this now after 7 years, oh boy they are slow. 3- Light cover generated by explosions had always been a latent issue which drags the late game into blobbing and reduces MG effectiveness. I've always said that for CoH3, light cover generated by explosions should at least not provide any sort of suppression benefit. In: COH2 Balance |
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