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: Grenadier rifle grenade.7 Jun 2018, 23:32 PM
What if you add a timer, but increase the speed animation and fly time so overall it's the same ? In: COH2 Balance |
Thread: Pgrens seem like they have been flipped on their head7 Jun 2018, 18:22 PM
you underestimated the dmg from guards vs armor ...pgrens misses a lot...and hell they misses a lot more on far targets. Reminder that this was nerfed during the last patch. Deflection took a nerf from 20 > 10. Unless you are hitting the rear, you are not doing as much as before. The surprising factor with PGs, is that as long as they don't introduce more cheese/clutches (and actually nerf them) to other factions, they will keep getting better as they are solid. In: COH2 Balance |
Thread: My view on balance after taking a 1 yr gap7 Jun 2018, 17:42 PM
And heavies always cost fuel besides Tiger ace (changed recently). In: COH2 Balance |
Thread: Problems as OKW vs SU in 1 vs 131 May 2018, 22:01 PM
Try reposting on the stage office, so a strategist can give you some advice. In: COH2 Gameplay |
Thread: Lower the Price of OKW Panzerschreck31 May 2018, 22:00 PM
Bundles always cost less than singular option. In: COH2 Balance |
Thread: Does 4vs4 deserve more attention from relic? (CoH3?)31 May 2018, 21:57 PM
Everyone talks about maps, but design wise, 4v4 can't be "balanced" when you are trying to add more players to a mode designed around 1v1. If the game was annihilation, that would be another story but when you have basically more players than VPs, strategic points which can't be attacked in the same way as smaller modes and fights which are generally about big pushes rather than singular units. This last point makes "Burst" damage, artillery/indirect and offmap way stronger than intended. From 3v3+ onwards, there should be a shift in how the game mode plays, because making maps bigger, doesn't solve the problem of allocating more troops into it. Now here comes the issue: EITHER you play 4v4 because you like playing with teammates and playing with a variety of units/commanders or you play 4v4 because you like to see a Option 1: learn from SC2. Archon mode. This distributes the amount of "micro" required, as now 2 players control a single army. This would also "help" matching low level players against better ones, if you allow to face 2 people vs 1. It should probably be optional for single players to face 2 players. Option 2: keep the same amount of armies, but reduce the amount of popcap for 3v3 onwards. 4v4 could be balanced in a similar way to 2v2 if it has similar maximum popcaps per side. The hardest part would be balancing the teching times and upkeeps. Lastly, matchmaker plays a bigger part in the quality of the games. If you don't play with a group (which makes it ez pz unless you magically face another team), then you are in games which are called "rainbow" games. If the game used metals for ranking, you would see bronze, gold, platinum and diamond on the same team. In: COH2 Gameplay |
Thread: Advanced Emplacements Commander30 May 2018, 02:12 AM
it still is, it does not have infinite range It's even worst now. I was implying that even on it's "top time" it was bad. "Is now a timed ability. Lasts 45 seconds and recharge time is 90 seconds. Costs 30 munitions" In: COH2 Balance |
Thread: Advanced Emplacements Commander29 May 2018, 21:55 PM
Stand fast was a stronger option. The old automatic howitzer barrage was really map and spawn position dependent. In: COH2 Balance |
Thread: OKW vet nerfed a bit too much?28 May 2018, 01:20 AM
Damage > Kills. And as i said, unless i have look at the wrong files, units like Katyusha or Calliope have a higher xp vet requirement. Katyusha: 1570f > following vet levels are just a matter of multiplying by 2. For OKW i think it's +25%/+33% on vet 4/5 respectively. Stuka: 1424 PW: 1256 Calliope: 2020 Land Mattress: 1256 Suxton: 2020 OKW LeFH: 1200 SU 152mm: 1200 OH LefH: 1200 Priest: 2110 IS2 is comparable to Tiger not KT. Pershing should be between IS2 and Panther. (Edit: this is my thoughts prior to looking into it) That been said: OH Panther: 2530 Pershing: 2720 OKW Panther: 2730 OH Tiger: 3440 IS2: 3920 KT: 4040 So you are just complaining about "feels". In: COH2 Balance |
Thread: OKW vet nerfed a bit too much?27 May 2018, 17:22 PM
One more example of inconsistant vet: But that's not inconsistent. Expensive unit shooting at cheaper units = High amount of kills, low xp gain. Maybe it's outdated or i'm looking at the wrong files, but from this small list: Calliope > Katyusha > Stuka > PW in xp requirements. In: COH2 Balance |
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Latest replays uploaded by elchino7
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