Just before this gets derailed even more:
-Paras are fine.
-Obers are fine, they basically pay for their stupid veterancy, rather than vet0 performance. Since they are getting buff, their suppression ability should be muni wise and not passive.
-You can argue on the tweak on Jackson.
-Major arty sucks and will keep sucking.
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: Balance Preview Update 09/09/201514 Sep 2015, 22:54 PM
In: Lobby |
Thread: What if the panzerschreck and bazooka...14 Sep 2015, 22:46 PM
Interesting concept, which will never be implemented in the game. See old ISU tweaks. In: COH2 Gameplay |
Thread: Team weapon re-crew bug 14 Sep 2015, 22:30 PM
Thx for the word and welcome to the jungle. In: COH2 Balance |
Thread: Pak40 to T1 - it's needed.14 Sep 2015, 19:24 PM
I'm still trying to figure out how a Soviet player, with Conscripts, Maxims, mortars, and the ZiS in T2 is not overpowered, but an Ostheer player with access to Grenadiers, MG42s, mortars, and the PaK is clearly imbalanced. And you forgot Sniper, LMG42 and faust. One cost 80mp and 10f vs 160mp and 50f. I'm not sure but also time to build is different. To further add, you get extra initial mp as OH to fight the presence early on of conscripts opening (not tiered openings) If i don't need to get T2 cause i've an AT gun at T1, i'll just go either T1 into T3 or T4 directly skipping neccesary tech which would put me further ahead in both fuel and mp wise in teching race. (As they have swap cost from BP into buildings). People who advocate for this, are just people who either can't bait/kite/hold with faust, miss timing to tech T2 and overcommit to heavy T1. 1- You don't need a pak to counter clowncar (solid Gren + MG play shut it down) 2- M20 arrives by the same time you can field a 222 and no one get's surprised by the AA HT 3- No flamer, no mines, no molotovs > M5 rush. If you see a flamer, get a teller. No mine detector. 4- Every single brit is playing with a flame bren carrier till they nerf it. Cause they know they'll get owned by sniper play. BE ON POINT with your 222 and they have at most 30-60s to do damage. Kite with faust and MG. In: COH2 Balance |
Thread: Centaur14 Sep 2015, 19:04 PM
It should not murder infantry on retreat and paks as fast as it do. Not broken OP, rather a tad too effective. No overnerf plox.
There's a bulletin which makes the MG (not the main gun) be able to suppress. REALLY HIPSTER. In: COH2 Balance |
Thread: Rear echelons shouldn't be able to pick up any base upgrades14 Sep 2015, 19:00 PM
this is almost as obvious as bait can get Don't overestimate the capacity of users around here. You should know by now who are trolling and who are just...well let's say "special" members. OP: I'm sure we're gonna see lot of RE spam in OCF AI strafes, indirect fire or road madness (no mines, no snares). In: COH2 Balance |
Thread: All factions can create green cover except?14 Sep 2015, 18:18 PM
Sandbags as an upgrade or LMG42/Faust as upgrades and sandbags on Pios. In: COH2 Gameplay |
Thread: OKW Tech Cost Ideas14 Sep 2015, 17:42 PM
Absolutely. That's the whole point of OKW design. I'm just saying that it's not crazy to say, with the actual teching and upgrades needed for USF (ambulance and optional nades/Bar-zook), that the first OKW PIV arrives at roughly the same time as the 1st Sherman. This is why people favours heavy infantry play, Stuart or just go with E8s/M10s. In: COH2 Gameplay |
Thread: OKW Tech Cost Ideas14 Sep 2015, 00:23 AM
If OKW is supposed to get plain 66% fuel, it would get from base 2.66f (or displayed 3) and 4.8 muni (displayed 5). Having said that, you make the right calculation: 4 CP + 1f + base OKW: 16.6... (1.9...*4+4.6...+4) Any faction: 23 So 72.46% of fuel income. Variation on display only comes from fuel points. It will never get to 66% and it will just get closer as long as resources gain increases. So in the capping race early on, you are not as in much disadvatage. Heck, even if you cap the whole map (10SP + 2f) comparison wise you are getting 69.4...% I'm not discussing the display, rather than the arbitrary number of .66 when it's .7. It's not much, but it's neglecting 1.3f per minute. In: COH2 Gameplay |
Thread: British AT-gun13 Sep 2015, 23:19 PM
OKW officer, Vet5 Panther (unfortunately range doesn't stack) and Command PIV also works.
ATM, the only aura buff that modifies damage is the FHQ (overdue to modify into accuracy). So if you get insane rof, accuracy and damage, you can just OHK anything. Take a zis with 160dmg. If the FHQ (i don't remember exact values) increases damage by 50%, then after 4 times you can 1 shot a PV. In: COH2 Balance |
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