1- I like Lagos idea.
2- I voted 3
3- As @Doomlord says, this doesn't fix "Panic Puma".
I would rather see 221 back and make the transformation into 222 fuel/mp based instead of munition.
222 Removes the little AI it has now and increases armor/light AT performance. Increase HP to 400.
Goal is a counter to AA HT/T70 mostly cause AEC/Stuart AI is kinda meh
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: Ostheer Puma changes18 Feb 2020, 23:32 PM
In: COH2 Balance |
Thread: 1...2...3 counter to my AT crew all dead18 Feb 2020, 23:10 PM
4 Digit account represent In: COH2 Gameplay |
Thread: Stale ASF Wher meta18 Feb 2020, 17:28 PM
IF you want OP i can change the title to mention 4v4. The type of suggestion you need is completely different from smaller modes. In: COH2 Balance |
Thread: OKW Salvage18 Feb 2020, 17:06 PM
Somehow unrelated question: How many abilities are not dependable on the amount of models carrying the action? Or to be more specific, only 1 model been the max time it takes to perform the action? Outside of nerfing the ability, this would be the most fair change. In: COH2 Gameplay |
Thread: OKW Salvage17 Feb 2020, 16:49 PM
Outside of a strict nerf to overall time, tying it to number of models working on the process should be fine. What's the point of having the whole squad doing the salvage, if the speed is equal with 1 model or 5. In: COH2 Gameplay |
Thread: Light Vehicle Penetration17 Feb 2020, 16:46 PM
The single issue is how small arm fire can force a crit once HP is low. IMO small arms should only crit at basically death levels of HP. In: COH2 Balance |
Thread: Commandos vs 222´s17 Feb 2020, 16:39 PM
Because I made this thread for a specific concern that has been already answered and highlighted and because I dislike people that start up fights for no apparent reason, I want to close the thread already. In: COH2 Balance |
Thread: Cost of Grenade unlocked being Reduced for USF16 Feb 2020, 22:35 PM
Please stop making threads like this, CODGUY. I know you are better than this. ![]() In: COH2 Balance |
Thread: Commandos vs 222´s16 Feb 2020, 22:28 PM
It's not Commandos it's high rate of fire weapons with low accuracy vs vehicles with bigger size and an armor value lower than 30ish armor. In: COH2 Balance |
Thread: Mines should give XP to the squad who planted them16 Feb 2020, 22:24 PM
All structure that have a cost could provide the builder with XP on completion I would leave base structures out of the equation and probably other units which already have a popcap (artillery). I would combine this with engineers destroying enemy wire and disabling mines. In: COH2 Balance |
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