Swap Scott with Pack Howie, nerf survivability on Scott (HP or smoke) or move some of the power offensive budget from the auto fire to the barrage.
Rework Pack Howie, by removing auto fire and making it barrage only weapon with a profile closer to that of a Howitzer. Add a fuel cost. Make it similar (but not as bad) as the Land Mattress.
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: Pack Howie10 Apr 2020, 18:51 PM
In: COH2 Balance |
Thread: IR 251 Half-track 2014-2020 RIP!10 Apr 2020, 18:42 PM
The bug has been there since OKW was released. It required mostly an OH partner or a specific DLC commander in order to reliable proc it so it was mostly under radar till the OKW rework. Relic released a UKF commander with the same mechanic (Valentine), which is surprising cause they already knew it was bugged. This got removed once the unit was reworked and then the 251 followed. If the unit sees 0 use on 4v4 it will probably see something added to it in the next year, if it's simple enough to implement. In: COH2 Balance |
Thread: [Release] DeCoHde 2.0 (Snake Edition!) WIP [Help needed]10 Apr 2020, 14:04 PM
You are talking about small arm weapons with the property of focus fire set to false. In: COH2 Gameplay |
Thread: Winter patch Buglist 10 Apr 2020, 13:53 PM
Weapon crews are their own entities with their own stats. In: COH2 Bugs |
Thread: High Skill USF gameplay is just so micro intensive10 Apr 2020, 02:37 AM
There's a problem with semantics and interpretation. People will call spam to 2 snipers. 3 Maxim is spam, but not might call it spam if they see 2 MG42 and one more captured MG. 2 AT guns is a pak wall. There's little benefit in stacking purposely models on top of each other cause the smallest AoE will wipe several squads. In other games this helps because you are reducing the amount of units you can target at the same time (say ranged units vs melee in AoE2/WC3 or mutalisk stacks in SC2). Now, there's no science in attacking with superior numbers. Why should you try to fight in equal conditions? If i bring 4 units against your 2, it's more than likely that i will force a retreat on your 2 units and could possible be able to wipe one or both squads. If you want a manual of "blob/spam" game take a look at this: https://www.youtube.com/watch?v=L7XQJ-t0mJo ...honestly says more about the ladder than it does about balance or the game in my opinion. That moment when you return from a hiatus with a partner and you lose your first game but still gain more ranks than you used to be. This was a couple years ago. In: Lobby |
Thread: High Skill USF gameplay is just so micro intensive10 Apr 2020, 00:20 AM
You are correct about CoH2. It's exactly like that. But even when focused on micro, the skill ceiling is low to perform well cause a fewer amount of correct decisions trump plenty of avg ones. While blobbing/spamming can be punished, it can be effective till really high level of play with a low mechanic requirement. You can play META or one style only without altering any factor on ANY MAP and still succeed despite there been better alternatives. I will talk only about high level of play, cause at lower than than, anything is viable. Yes, if you can out-macro from 5 mins into the game, you can roflstomp anyone. At high and equal skill level that doesn't cut it and this is probably the pre conceptions most people get out of those games. SC2: imagine "thinking" that position doesn't matter. GL defending because u didn't position correctly a Zealot to block any ling ran towards your natural. Or what is mech siege tank positioning. U didnt had Archons in the front protecting from baneling bust, goodbye army. One aspect that doesn't play as much in CoH2 compared to SC2 is scouting, mindgames and build order/tech. CoH has a more natural flow on the combat aspect (slower, back n forth) compared to SC2 which can be more explosive. AoE2: i'm sure most people impression comes from casual "no rush" 200 army fighting head on. Early mid game most of the time there's lots of micro (small) aggression and fights of just a couple of units while trying to boom as much as possible behind it. While there's less room for combat micro (outside of kitting, splitting and focusing) if you don't make intelligent use of positioning and terrain (elevation) you will get screwed pretty much. On a colourful note, while here on CoH it's rare and most people consider cheese to surround unit with sandbag/tank trap, fast walling villagers to protect them from harrasing units is common on high level games. In: Lobby |
Thread: High Skill USF gameplay is just so micro intensive9 Apr 2020, 21:54 PM
I would like to say that CoH2 is like chess when SC2/W3/AoE2 are like uno. One rewards strategy and foresight and the other rewards unit management and reaction time Because CoH2 doesn't reward been able to multitask different engagements, been able to use units abilities and dodging offmaps and grenades. Sigh again. This is only because all u guys know how to play CoH2 extensively and know almost nothing from the other games. In: Lobby |
Thread: OKW fortifications doctrine reinforcement on lefh/pak439 Apr 2020, 17:43 PM
I would just add Command Bunker as an option for upgrade to the Bunkers that Volks can build. Less problematic than a support weapon that can constantly replenish itself if you don't one shot it and requires more planning while simultaneously not encouraging Truck cities. Did someone said Command bunker rework ? In: COH2 Balance |
Thread: High Skill USF gameplay is just so micro intensive9 Apr 2020, 17:30 PM
For an outsider, SC2 looks like just an APM game. But that's only because you are ignorant of what it's going on. The beauty of CoH, outside of been a WW2 theme game, is that it's mostly straightforward visually to understand what is happening. If SC2 is chess, CoH2 is Poker Texas Hold em. RNG is no existant. But both the other 2 big RTS have RNG elements on it. AoE2 ranged units has ballistics and the biggest RNG component comes from adapting to map generation and use of terrain. WC3 have variable values of damage and RNG on item spawning from creeps. Several skills have an x% chance to proc. In: Lobby |
Thread: High Skill USF gameplay is just so micro intensive9 Apr 2020, 17:20 PM
Ok can you elaborate that, because I genuinely don't get your point Skill floor refers to the amount of mechanic/knowledge a certain task requires in order to perform well with it. Skill ceiling is the potential you can have with something. Quote: i'm remarking the difference between "impossible" excellence and "achievable" goodness. Achievable means that given that you were explained how something was done and were given the right tools to do it, you would be able to do it. Compared to the extensive and meticulous dedication on other games on the genre, i agree with the premise of the skill level of our playerbase (more so with the limited numbers). You would think that for a game which scraps the task of economy and teching to it's bare bones, so you have the complete focus on actions to have most of it micro to be optimized at the highest levels of play, but that's not the case from what i've seen throughout the years. In: Lobby |
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sure COH2 is so easy and the SC2 and WC3 are so difficult.
How's the quote related and what do you mean by skill floor.