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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: Panzerfüssilier snare range 28 Jan 2020, 22:36 PM
IIRC the G43 PF doesn't seem to have an animation at all. In: COH2 Balance |
Thread: COH2 winter balance mod - discussion28 Jan 2020, 22:31 PM
You mean why not have mortars with smoke shells as a different type of munition instead of barrage ? In: COH2 Gameplay |
Thread: Panzerfüssilier snare range 28 Jan 2020, 19:35 PM
They get it later but remember what that vet 5 does for PF? In: COH2 Balance |
Thread: An idea to buff G43 rifles for grens28 Jan 2020, 17:50 PM
What about an indirect buff? TBH i like this approach a bit more. Also i would scrap Interrogation (which is harder to use after fixing bugs and behaviour with crawlers) and somehow make it into a some slight increase vision range while static or minimap info for short period of time. In: COH2 Balance |
Thread: COH2 winter balance mod - discussion28 Jan 2020, 17:26 PM
snip Jackson: it was the least problematic unit in the USF roster and the reason the faction was "crap" in teamgames (mostly 3v3+). USF was not "good" if the game dragged to the late game in 2v2 above (outside of P47 and Rifles) but completely overrun Axis (OH mostly) in 1v1. T70: it had crush. Nothing more to add. PV: all OH vehicles were broken once they got to vet 2. The Skdfz FHT once it got vet 2 was a mini mobile KV8. Games didn't go long with FHT rush vs T70 rush. IS: they had crap early game but they were utterly bonkers on late game with 5 man double bren. NOT every single unit in the roster was stronger (Heavy tanks were "bad" but conversely super heavies were broken), but the ones that were, were obnoxiously strong. Not necessarily through raw stats but abilities. You also need to remember that the game worked differently. There were explosive and flamer criticals, so the performance wasn't uniform.
I think it was 240 https://www.coh2.org/topic/16753/tank-penetration-vs-range-graph-and-statistics https://docs.google.com/spreadsheets/d/1IX68mtMEFLUVZCJpdgLxtm9cLajZATNRwISihru8rZM/edit#gid=16 Can't we also make mortars a little better than they currently are? IMO they all underperform massively. I'm down for any buff to mortars if it's only on barrage/smoke. In: COH2 Gameplay |
Thread: COH2 winter balance mod - discussion28 Jan 2020, 01:50 AM
RAW power creep is bad. Utility based power creep i don't think is bad. I would argue certain elements called "cheese" constitute a certain degree of power in a unit and those had been removed from the game (therefore nerfing). It's too easy to call everything powercreep when you don't remember how strong factions were on release. If you have something strong, then you nerf it and then you buff it to lower levels than in initial state, is it powercreep at all? Let's "nerf" every faction to release levels. You would want the current so called "power creep" back in less than a week. In: COH2 Gameplay |
Thread: No Penetration Buffs On Vehicles28 Jan 2020, 01:40 AM
This is what happens when you release 2 OP factions (for different reasons and game modes) and one of them has a non doctrinal heavy tank. If vet penetration is lowered down, there would be no issue with heavies arriving later as the performance between vet 0 and vet 2/3 wouldn't just make the situation so binary. If the enemy has plenty of TDs in their mix, then don't freaking bring a heavy tank into the battle when they are basically prepare for it. It's like crying that the enemy picked a recon + Stuka commander and i just want to play with static Howitzers. In: COH2 Balance |
Thread: Panzerfüssilier snare range 28 Jan 2020, 01:30 AM
They will be slightly weaker than Volksgrenadiers at the start but have access to the Anti-Tank Rifle Grenades, slightly better combat veterancy, and more powerful upgrades, giving them increased power in the late game. Your obsession with Penals shows up. At no point they are compared to them nor should be. They are compared to Volks, balanced against them, because guess what, they are part of OKW army. Non truck dependant snare early on, flare, nade and 2 weapon upgrade routes are their core. If you can't discuss the main point of the thread, then you should just stick to the other thread you open up. In: COH2 Balance |
Thread: Panzerfüssilier snare range 27 Jan 2020, 23:56 PM
Only if the unit is considered weak across the board. When you nerf or remove something, you don't necessarily have to give something back. Specially if it already has standard or above vet values or amount of things provided through vet. I would simply remove it. If that is a no, then move the 15% capture rate from vet 4 to vet 2 and add a flare price discount at vet 4. In: COH2 Balance |
Thread: Panzerfüssilier snare range 27 Jan 2020, 20:14 PM
well say ty to stormjager and his balance wisdom For a discussion to be had, there needs more than 1 part to be involved. If that's not the case, it's just white noise. 1-I think the base range is fine, as the unit is weak early on and they are basically "snare, the unit". IB4 why not have it as a faust and keep all AT nades at equal range? I'll agree if only faust wasn't randomly bugged. 2-I don't think the unit needs the extended range at all. If the unit wasn't weak early on, i would make it 15 range and have it extend the range to 18 as you say. But as how the unit is ATM, it just needs the vet 2 extended range removed only. 3-The only argument to keep the status quo is if the unit was purposely designed to have this feature as one key element of the unit. IMO the min 0 snare and the option to go between 2 different routes with the upgrades on top of the flare for vision are enough identity for the unit. In: COH2 Balance |
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