It seems the logic of some people is: you can't fix shit cause the faction, commander or other units are UP.
I feel i've seen the same excuses before with:
Ram: T34 needs them to remain relevant. You can play around it. Just use blitz and escape. He is spending a tank to snare your vehicle, etc.
Tiger TwP: it's totally fine. It's a freaking TA. I'm having my income penalized in order to use it. Shooting 3 times in 10s is totally fine. You should force your opponent to spend his munition so he doesn't stun-kill your tanks.
Blitz (old) + smoke: he is spending lots of munitions to save his tanks. It's also vet1.
Buttoning: Guards are only useful for snare as they are piñatas. The whole investment should let you chain stun vehicles. Plus it's countered by smoke!
Mark vehicle (stack and damage): just retreat your tank. It's totally fine that you can 2 shot a tank cause they expend lots of resources. Plus teamwork right?
Note: you realize why vehicles crew have a in combat cooldown in order to be able to get out? Imagine fucking up with targeting by jumping and getting inside in order to avoid getting hit.
PD:
-attack ground doesn't work with Firefly or AT rifles
-Buttoning doesn't seem to stop the tank from fazing and escaping (own experience)
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: Adjust JP4 cloak range17 Nov 2015, 15:14 PM
In: COH2 Balance |
Thread: Question on % harder to hit bulletin.17 Nov 2015, 01:20 AM
Example: 0.87*0.97 Now, regarding PG, IIRC it's 0.8 We wanted to better establish the mid-range role of this unit. We lowered its short range damage output and increased its mid range performance. Additionally, we further increased its durability to reduce damage received on approach. Now, i couldn't find the base receive accuracy on files, but i did find this target_size: 0.8f; I don't have/know the whole DPS formula accounting for stats of target but i assume it's just the same as receive accuracy. 0.73 if you stack three 3% harder to hit bulletins. Vet2 without bulletins: 0.568 Vet2 with bulletins: 0.518 In: Lobby |
Thread: ISU-15216 Nov 2015, 20:02 PM
I think we have another thread regarding ISU152. Don't necro. In: COH2 Balance |
Thread: Adjust JP4 cloak range16 Nov 2015, 19:55 PM
That's not how balance work. You fix things that are broken and you buff/nerf things that are imba. It's meant to be used for ambush, not for an improvised smoke/cloak device. There's almost 0 cooldown to activate/deactivate and it re enters cloak after 5s (same time it takes for it to fire till vet 3). Fix: -Add a 5s cooldown upon activation -Move in combat status from 5s to 10s -Increase penetration by 25% -Vet5: change 150% damage bonus to 75% damage bonus. Keep the insane 150% accuracy/penetration. This way it deals 280dmg instead of 400dmg. In: COH2 Balance |
Thread: Can we have a minor buff to the WC51?16 Nov 2015, 18:00 PM
I've done it way before that. Heck the whole thing with giving vehicles to other started with SU snipers after the M3 nerf ![]() In: COH2 Balance |
Thread: Demo Charges should be allowed only on buildings16 Nov 2015, 17:54 PM
Tip: if you place a squad inside a booby trap point, the explosive won't detonate. Once you leave the capture point, the explosive will detonate. In: COH2 Balance |
Thread: Can we have a minor buff to the WC51?16 Nov 2015, 16:33 PM
2v2+: or you can give the WC51 to someone who goes Armor for some Assault Engi fun. Reduce fuel cost by 5 In: COH2 Balance |
Thread: Obers15 Nov 2015, 17:57 PM
First of all: remove passive suppression. Just give it a vet4 ability that lets you suppress like Paras1919 or RE (without RA penalty obvious) Buff idea: what about locking Obers behind 2 trucks instead of FlaKHQ? In: COH2 Balance |
Thread: OKW Panther vs UKF Comet14 Nov 2015, 18:06 PM
I'm using the ingame files from 30/09 (haven't update it), and i'm sure the penetration values haven't change. Still if you use the page you mention you would realize that you're wrong. http://stat.coh2.hu/weapon.php?filename=comet_17p_77mm_hv_mp http://stat.coh2.hu/weapon.php?filename=panther_kwk42_75mm_mp Check again. In: COH2 Balance |
Thread: OKW Panther vs UKF Comet14 Nov 2015, 01:23 AM
Penetration listed by OP is wrong. Firesparks is correct. In: COH2 Balance |
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