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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: 6 Apr Patch Note?7 Apr 2016, 00:49 AM
Q answered. Continue on the other thread. In: COH2 Gameplay |
Thread: Improving the T-34 Ram6 Apr 2016, 18:19 PM
Ram is fine. It's not an ability that you should be building tactics around, but rather an ability that you use as a last ditch hail mary attempt to take out an enemy vehicle. Which makes a lot of sense considering that ramming an enemy tank with your tank is only something that a tank crew would do then they are left with no other options. It's not that is not use-able, rather than it is really badly design. A remanent of the "Old gods, of every plane crash tells a story" era. Having a 1/100 or 1/33 chance for heavy crits on a 1 or 2 dice throw per match is not good at all. IMO: Option 1: -Guaranteed stun for both tanks. Shorter if no penetration. -Completely remove heavy engine damage, immobilize and main gun destroy from possible crits on full health tanks. -If tanks is below 25% health or with engine damage, heavy engine damage/main gun destroy/immobilize are possible. From front 75/25 for heavy engine damage/main gun destroy . From rear, 75/25 for HED/immobilize. -T34s will still get engine overheat if they don't connect with any target. -Hitting a target will always proc engine damage on T34. -On hit, if T34 is above 50% HP, chance to get 1 of either heavy engine damage, immobilize, main gun destroy, turret jammed (same as Aimed shot). If below 50% HP, heavy engine damage procs, plus 2 of any of the previous crits (immobilize, main gun destroyed, turret jam). Option 2: Mirage's mod Now causes stun on both vehicles on hit to be less all in. Instead the ability acts more like a tank-guided Target Weakpoint. Increased recharge time as the T-34 no longer cripples itself and to prevent chain rams. -Changed Ram to now deal vehicle stun critical on penetration. This stun is shorter if it deflects at 2.5 seconds versus 5. T-34 is always stunned at the maximum time of five seconds. -Engine overheat on the T-34 time reduced from 30 seconds to 12. -Ram recharge from 12 seconds to 30. In: COH2 Balance |
Thread: Best USF Elite infantry?6 Apr 2016, 17:08 PM
Realistically > Vet3 Rifles with bar/1919 Unrealistically > 3x Bar Rangers Dream > Pathfinders with LMG34 In: COH2 Gameplay |
Thread: Question about Guards usage.6 Apr 2016, 16:56 PM
Jack of all trades, master of none. In: Lobby |
Thread: Simple suggestion to essentially buff Ostwinds5 Apr 2016, 18:06 PM
Suppression bulletin for MG made passive. OPopie In: COH2 Balance |
Thread: Penals Adjustment5 Apr 2016, 18:01 PM
1- At lower ranks everything works. It's not about the unit rather than the player. 2- They offer too little for what you gain in comparison to what you give up. In: COH2 Gameplay |
Thread: What do you think about balance in CoH25 Apr 2016, 01:45 AM
Pretty balanced in a very bad and unfun way. I'd say the game is pretty balanced for 1v1. +1 and i'll say that the option that lacks in the poll is: "Every faction has something they can abuse" In: COH2 Balance |
Thread: Best OKW doctrinal Infantry?4 Apr 2016, 16:20 PM
I didn´t make a poll about the best dps on a squad as that is not open for an opinion. You posted that the highest dps is on Fallschirmjägers. Thanks for that. Depends on game-modes as you have completely different needs on 1v1 as oppose to 4v4. 1v1: JLI > Falls >= PF Teamgames: PF > JLI >= Falls Falls main issue is hugging too close together. In: COH2 Balance |
Thread: rifle grenade4 Apr 2016, 16:08 PM
OP: all nades should have reduce range while suppressed. What aerohank said. This is very counter intuitive but throwing or shooting a nade over cover decreases the damage it will couse to models in that cover. In real granades counter cover, in coh2 its the cover that counters granades. Mind that if you are in front of cover instead of behind it or gren squad flanks you, you will still get wiped, but well thats what flanking is for. Friendly reminder that heavy/green cover is what you are looking for. With light/yellow you are gonna have a bad time. There are some problems with the rifle nade but they're mainly of a animation and feedback nature. Since the animation just doesn't play or bugs out often, which makes it impossible to see and the voice lines that warn about the nade arrive about just as the rifle nades hits. 2/3 years and counting.
VonIvanpls. In: COH2 Gameplay |
Thread: 'Urban Assault Doctrine' and 'Not One Step Back Tactics'3 Apr 2016, 03:20 AM
2 flamethrowers on Panzergrenadiers. With armor upgrade /thread PD: i'll like to see them after they get properly balanced. In: Lobby |
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