I'll start by making the default MGs not suck.
Regarding reinforcing while upgraded: i'll go for a half way solution. Add a button which disables the weapons and let it reinforce. Just put it behind a 2min cooldown, so you can't just toggle it on and off.
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: Ost/Sov Halftrack Veterancy27 Oct 2015, 02:19 AM
In: COH2 Gameplay |
Thread: To Relic -- Ideas to fix DLC mess27 Oct 2015, 02:06 AM
Yeah, i knew Ami opinions regarding those 2 commander. I think it can be interpreted that way, but i didn't meant to say that it was banned due to OPness more than I was correcting the fact that, if DevM was able to use Rifle company, he would had use it on the tournament. In: Lobby |
Thread: Intel Bulletin Duplicates27 Oct 2015, 02:00 AM
Yeah, Warspoils system needs to be finished but if you want to talk about it make a new thread. ![]() In: Lobby |
Thread: To Relic -- Ideas to fix DLC mess26 Oct 2015, 22:52 PM
On the so-called P2W issue, I'm not hugely convinced that commanders actually make that big of a difference. If DevM can win top level tournament games without even picking a commander, how necessary are they really? Surely we know it's not the case that picking this or that commander, whichever happens to top of the popularity parade this week, does not guarantee a win. USF has one strictly superior commander on 1v1 (Rifle) which was banned for the tournament. Reminder that mechanized used to be good on release, when it was basically an M3 on steroids which also let people to put a sniper inside after it's was taken away on the M3. Greyhound was a cheesy strat, where you rely on wiping as many squads as possible with it. IIRC the offmap was as good as artillery cover of brits on release. Still i think that on that time M20 > Sherman rushes was a better strat.
Hearthstone problem for someone new is: either you play 2/3 decks (mostly aggro ones) or you stick to arena. There's plenty of different streamers with F2P runs for legend. Nowadays they had add some ways to help new players (Tabern brawl giving packs, packs on quest and giving golden cards (dust) each month). Shock Army and Guard Motor say hi! Guard motor has fallen from Tier1 after the change on call ins. Shock army died with both 120mm and Howitzer nerf. Airborne is meh after Rifle buffs and fuel timing changes Scavenge and Vanguard are arguably better overall or at least on the top. Besides Jaeger Armor for teamgames, i haven't seen in a while those commanders. Blitzkrieg is playable although on teamgames, but for 1v1, i'll rather have other ones (Mobile defense/Lighting) In: Lobby |
Thread: Patch notes 29 Oct26 Oct 2015, 04:51 AM
Still appreciable. It also affects suppressing targets behind objects that are targetable. In: COH2 Gameplay |
Thread: Patch notes 29 Oct25 Oct 2015, 19:06 PM
So.... molotov's will still be crap and flame grenade will still wipe my weapons team before I can eve hit retreat? They use the same damage profile
Accuracy matters for AoE suppression. In: COH2 Gameplay |
Thread: Rate the Factions, Overall (1 being best and 5 worse)25 Oct 2015, 18:54 PM
On the great scheme of skill levels and maps. 1v1: USF > SU>=OH > UKF > OKW 2v2: SU/UKF > OH > USF/OKW 3v3+: UKF > SU/OH/OKW > USF In: Lobby |
Thread: A couple USF suggestions..24 Oct 2015, 16:19 PM
OP: tanks are fine I think that after oct 29 patch, all USF units will finally be in the spot where they need to be. Except m8 greyhound and M3 ht, but overall USF will be well balanced. 240mm Howitzer barrage: at least make the first shell land accurately Fix forward observers IR Pathfinders (just make them 3 man pathfinders) Recon sweep needs to be -10muni or it's duration to be extended just a little. Airdropped Combat Group needs to be reworked. Dodge: cut down popcap to 5 (same as M3). Reduce fuel cost by 5 and mp by 15. Give it a cooldown when selected to account for the 5f cutdown. Pack Howitzer n M8: just make their barrage more meaningful. In case of Pack Howitzer, just give it at least 2 more shells, reduce a bit RoF. Not sure how you could tone down Rifle Flamers (maybe a unit on itself) Fix or balance instant glue repairs Maybe increase cost of AT gun to 290mp and make AP shells free (making it pen like any other AT gun) but with long cooldown. Focus sight should not be permanent or at least reduce a bit arc (not a nobrainer decision) Some things that come to my mind. In: COH2 Gameplay |
Thread: Patch notes 29 Oct24 Oct 2015, 15:56 PM
"M2HB Heavy Machine Gun’s data has been brought in-line with other heavy machine guns" I wonder if this also applies to the Airborne MG. IB4 Ninja bugs ![]() In: COH2 Gameplay |
Thread: T-34-85 is underperforming24 Oct 2015, 00:10 AM
Unit is fine. In: COH2 Balance |
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