Besides the KV2, it's has been a long overdue to tweak the mp>fuel conversion.
This happened since the patch which change all tanks mp/fuel cost.
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: Idea how to repair industry...13 Jul 2015, 17:48 PM
In: Lobby |
Thread: Patch July 21st preview with Dusty and Luvnest13 Jul 2015, 17:42 PM
Brace yourselves, patch is incoming. In: Lobby |
Thread: Nerf Luchs (health)?12 Jul 2015, 23:08 PM
Nerf Pussykings threads In: COH2 Balance |
Thread: Kick Mark Target from COH 212 Jul 2015, 19:41 PM
35% extra damage non stackable (used to be 50% stackable) Haven't check the files, just what the changelog shows. 120 > 162 (Su76) 160 > 216 (Most sources) 240 > 324 (ISU and KV2) Taking into account the 160/216 damage. 640HP: 4/3 800HP: 5/4 960HP: 6/5 1040HP: 7/5 1280HP: 8/6 The thing is, you need to be able to penetrate. If it was a plain increase on penetration, it would help other vehicles and be less RNG dependant, but results might or might not be the same or worst. Mark vehicle rewards flanks and overwhelming a target. Increasing penetration would mean more frontal shots hitting the target. Design wise, it would make sense to go for an increased penetration instead of damage, as this is the direction the game has been taking. Regarding Guard Motor: i always thought that the problem are not the 85s on itself, rather than the whole synergy and mark vehicle. 85s are not a problem on the other 2 doctrines. In: COH2 Balance |
Thread: Next patch date - JULY 2112 Jul 2015, 03:19 AM
I'll argue that pre WFA was a better state besides the ISU/Elephant. We needed those changes faster. In: Lobby |
Thread: Ostheer Artillery: 105mm, Panzerwerfer10 Jul 2015, 18:10 PM
I heard AT gun camouflage is meta ---------------- Start by giving the 105mm more damage and/or more shells. Give to both static arties suppression. Panzerwerfer: just reduce cooldown. In the same way Maxims are not meant to be use to lockdown territories and have more an offensive role, PW is meant to be use with shift queues orders. Go to the front, barrage, retreat back. Burst damage vs DoT In: COH2 Balance |
Thread: USF superglue on tanks10 Jul 2015, 18:02 PM
And unintentional buff with the AT snares change In: COH2 Balance |
Thread: The noob factor10 Jul 2015, 18:00 PM
I think the OP has a point and its a problem coh1 had too Not much more to say. While the game on itself doesn't require insane APM, on the other hand it's not noob friendly. Not having any MM limitations just also makes things worst. In: COH2 Gameplay |
Thread: Balance Data Since The Patch10 Jul 2015, 17:53 PM
It's easier to set up a defence that perform a multiple front attack and flank. It's easier to control 2 tanks, than make use of 4-5 mediums. The average joe won't be able to make use of them and it's a problem when the games goes arounds tanks and pios mostly. Alpha damage during late game can get really scary. 3v3+ CAS is really broken. Resource inflation + global presence on big maps, makes retreats really punishing. Mid to high level of play is balanced. Unfortunately mid to lower isn't (higher modes). ------------------------------- @ElSlayer the game is not designed for 3v3+, but that doesn't mean there shouldn't be balance changes to make it more enjoyable. Some of the reasons this modes are imbalanced are due to the things people likes about them: -Resources -Amount of units -Capping In: COH2 Balance |
Thread: Nice to see the new patch....10 Jul 2015, 17:03 PM
This is what we all hope for. In: Lobby |
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Latest replays uploaded by elchino7
Livestreams
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23 |
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