
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: So I tried the Soviet non-meta heavies(KV1/ISU/KV2)5 Nov 2019, 17:33 PM
Necro In: COH2 Balance |
Thread: Heavies call ins, CPs, teamgames and caches. 5 Nov 2019, 16:20 PM
you want to see 15min tiger? Nope, rather see them delay heavies in CP and make them appear at similar timing on teamgames. In: COH2 Balance |
Thread: Remove Manpower Penalty!4 Nov 2019, 21:44 PM
As amusing as this threads can be, please redirect this kind of well elaborated ideas towards the shoutbox. I've also heard https://steamcommunity.com/app/231430/discussions/ would appreciate this kind of topics. In: COH2 Balance |
Thread: Heavies call ins, CPs, teamgames and caches. 4 Nov 2019, 18:41 PM
I guess it's time to quote Sanders, but i'm afraid we would already know the answer. In: COH2 Balance |
Thread: The USF Major and Off map4 Nov 2019, 18:39 PM
It is relevant, because you asked how difficult is to counter planes which provide vision to use offmaps. AA is not meant (in it's current state) to counter the effects of a plane on arrival but rather deny loitering effects. One part of your issue is with a mechanic present in the game. The other part comes from it been non doctrinal ability USF has to access recon planes. Which while not as readily easy to use as commander ability, it still becomes handy to have. This is basically ingrained in faction design (faction X has tools that faction Y has doctrinally but lacks features that faction Y has no doc) and commander design. You consider this an issue, other users including me don't think that's the case. In: Lobby |
Thread: Heavies call ins, CPs, teamgames and caches. 4 Nov 2019, 18:15 PM
As far as I know CP gain can change according to number of players. If this is true and possible, i don't get why this wasn't tried outside of a conscious design choice of not messing up with different "stats" depending on game mode. In: COH2 Balance |
Thread: The USF Major and Off map4 Nov 2019, 18:08 PM
Vipper, this idea is really bad. +1 Outside of moving supervise to major and making Cpt support abilities more useful.
TBH, that says more about the AA mechanics in the game and how bugged vision on planes have been through the years. In: Lobby |
Thread: Should Blitz and Combat Blitz combined into Blitzkrieg?1 Nov 2019, 20:37 PM
Reminder that: OH Blitz: it's more defensive/mobility based. This is why it improves acceleration and last longer. OKW Combat blitz: it's suited towards offensive. This is why it improves RoF, and accuracy. In: COH2 Balance |
Thread: Heavies call ins, CPs, teamgames and caches. 1 Nov 2019, 20:33 PM
There's been discussions about TDs and in the current patch, heavies might be arriving too fast or are at least are more predominant than before. Since i think both topics are related (touch one, you have to touch the other) one point that has been mentioned is that current CP values are just good enough for them to be relevant on teamgames, as resource gain is higher than CP gain. Which made me think of alternative ways of giving CP gain, which would be less effective for 1v1 but more predominant on teamgames so you can delay most heavy tanks. First of all, start by saying that caches could be cheaper, provide boost only for the player building it and allow multiple players to build or "attach" in the same point. 1- Push back CP values on heavy call in tanks. 2- Caches provides a hefty CP gain in a similar way teching does atm (~ 1/2 CP) OKW: this had been in my mind since the first rework and the removable of resource conversion from mech HQ. Give each truck setup, a similar cost value upgrade which lets it work as a cache on the place it is deploy, with the same limitations as current caches (you couldn't "double stack a point"). It wouldn't block capture of point and resource gain would stop if the point is neutralised. Problem: i know this could potentially decrease the timings for other units, but i consider mostly for 1v1, a 250mp investment pretty risky just for the sake of rushing CPs. Alternative, i also thought certain tech upgrade and buildings could provide CP gain, but it would be extremely more complex to implement as they have different amount of them. After analysing work/complexity vs value i found it not worthy. In: COH2 Balance |
Thread: My Proposal to change Allied TDs1 Nov 2019, 19:38 PM
What i said in a similar post.
The problem with Jackson, is mostly a teamgame issue. I don't think you can reduce the HP and return to status quo of before, cause the clutches which made them work no longer exist in the game (for good). While it would be ez to make it a FF clone, i don't think it would be approved. Since the unit already has HVAP, i think this could be the basis to make it work and give it a clear weakness compared to FF and Su85. As i mentioned before, you could try giving it 2 type of munitions at vet 0 and make it work as the default Sherman. Then you could add mobility based buff in vet, and make the reload/accuracy/pen based vet buff only affect a certain type of the munition shells. For ex: vet 2 which is acc + reload could go towards the default gun while vet 3 which is pen + reload towards HVAP. In: COH2 Balance |
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