
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: [Winter Balance Update] General Discussion17 Dec 2020, 19:09 PM
Like the general changes In: COH2 Balance |
Thread: USF Crew Members17 Dec 2020, 19:07 PM
Jackson Armor was 130. PIV pen was 120/110/100. That means that it's first shot will bounce 1/4. Jackson at it's old cost, HP values and dmg profile was bad for anything outside 1v1. M10 Cheaper than current T3476 and for what it matters, 560HP survives the same 4x 160dmg shots as other medium tanks. On top of been a call in. T70/AEC/other lights: They had much better offensive capabilities and abilities. The T70 had auto repair which effectively gave it 320+ HP for those who were micro savy to click a button in time. Vehicles crews: i think any nerf can only be done, only when USF is absurdly OP and other changes are applied to incentivize diversity. I think vehicle crews account for things missing in the basic roster tools. Flamer, a good mine not attached to a vehicle hard to add in any comp specially late game, rocket artillery. In: COH2 Balance |
Thread: Osttruppen Discussion and Feedback15 Dec 2020, 20:42 PM
I think it isn't so difficult to learn them Press"x"todoubt.jpeg Be glad they use a term which is close enough given context. Now back to topic pls. In: COH2 Balance |
Thread: It's time for Main Gun Crits to go15 Dec 2020, 18:35 PM
People who compared it to SC2, AoE2 and WC3 don't play or know what they are talking about. In: COH2 Balance |
Thread: [Winter Balance Update] OST Feedback15 Dec 2020, 18:32 PM
Simple cause the alternatives were stronger. Either OKW was better (pre nerf JLI/Falls) or you were forced to play a Tiger doctrine (or as usual an ELE doctrine on teamgames). The moment Tigers are not mandatory to counter IS2/Pershings, OH went back into using Ostruppen doctrines + other infantry based ones. T4/late game buffs means less reliance on doctrinal options for that period of the game. In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback15 Dec 2020, 18:13 PM
Adding to it, isn't it because they essentially are building 2 segments of sandbag which takes longer than the single segment all other factions use ? In: COH2 Balance |
Thread: Infantry, mortars and MGs: relationship and scaling. 14 Dec 2020, 21:44 PM
The point of your message was lost as the discussion drifted. The message was interpreted as you need an MG to shoot at targets and stop them on the spot and then the mortar will hit them. In: COH2 Balance |
Thread: ML4: Scorched Earth14 Dec 2020, 20:02 PM
![]() In: News |
Thread: Infantry, mortars and MGs: relationship and scaling. 14 Dec 2020, 05:03 AM
snip USF mortar range on AA/Barrage is 75, 5 short of the usual 80 range. Smoke barrage is the same as other factions mortars. No amount of vet can compete with permanent 0.50 suppression modifier everywhere. And if you ever lose an MG, forget about it doing it's job. Expecting things to simple be fixed with vet doesn't work (see Maxim/Conscript/Penals/Vickers). This is a harder type of change to be added but i've this design issue since the game released more or less. Which is something i wish COH3 changes (making explosive created yellow cover to be a different type of cover from onmap or player created light cover, in the same vein garrison cover is different from heavy cover although both pass as green cover). --- Same as said before, mortar range is 75 and 80 for the rest. Concept wise is something that COULD be tried but you have to tackle some other issues. I THINK, due to animation constraint, the absolute limit on fastest RoF is +4s (wind up + wind down). With minimal ready/aim times your reload component is practically 0 or close to it. It would be close to how smoke barrage looks. I'm not sure they need the extra range. What are you doing with barrage mode? Do you leave it as it is now or do you change their profile as well? I think it could work having this 2 different kinds of dmg profiles. Auto attack (AA) will have to have some sort of target tables because their performance against garrison, vehicles and structures would be affected severely. I don't know how target tables interact with AOE profiles. If they are applied before calculations or after. Basically: (Damage of shell + Dmg target table) * AOE dmg modifier OR (Damage shell * AoE modif) + Dmg target table And that's to the extent i can think atm. In: COH2 Balance |
Thread: [Winter Balance Update] UKF Feedback14 Dec 2020, 01:53 AM
It's not semantic cause functionality it behaves differently. And what you are writing in this post doesn't make sense. They don't remove "out of cover penalty" unless you are talking about the new "sidegrade". And the problem is not IS early on, it's mid to late game once you start to roll with different kind of upgrades. You should also check the changelog in regards to how volatile what you suggest is. In the patch that UKF was a "dead" faction, they made them less bursty (changing DPS so they had to overkill), natural RA to 0.90 (back to 0.8 in cover) and 0.35 acc modifier while on the move. The latest change was going a middle point of 0.85 out of cover and 0.8 in cover and making them equal to all other bolt action squads at 0.5 moving acc. You propose a net nerf of 0.05 RA and basically nerfing 7%-10% their DPS (IIRC, cd + reload debuffs are more punishing for Brens/Piats) in all situations till they hit vet 1. In: COH2 Balance |
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