Gonna say it again:
-PTRS destroying crewed support weapons is not fine.
-Everything else is fine.
Note: for those who at one point thought it was a good idea giving Cons a DP upgrade, look at how people are complaining when they give them a Kar/Shotgun.
Edit: Cons PTRS could easily see a cost increase although.
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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: PTRS now OP?6 Apr 2015, 18:26 PM
In: COH2 Balance |
Thread: PTRS now OP?6 Apr 2015, 18:20 PM
The Kar shoots faster, can be shoot on the move, and doesn't take ages to actually shoot after stopping. They also don't have problems hitting targets which move around them. And what's even the point of the DP up for guards now? The damage of a single DP is not awesome, as you pick one and make the squad excell, but being 2 and the added utility of button gives them enough damage to be useful AI. Pre WFA, Guards (which lost at least 1 PTRS) where the highest DPS at long range. People nowadays are spoiled thinking everything should be at Paras 1919 or Ober LMG34 levels. DPS is not everything, otherwise there would be no difference if the Elefant does 640 dmg per shot, but its reload is doubled - right? Make the elephant have a 22% or less chance to hit at range, let it not be able to shoot on the move or rotating, and it takes a couple of seconds to shoot after acquiring a target. That's what you are asking for. , I was gonna show you the DPS, HP pools, etc but Lemon beat me to test them up. In: COH2 Balance |
Thread: T34/76 should get a slight buff6 Apr 2015, 17:53 PM
And that's a LOT! Add acceleration, rotation and size into account also. I think you constantly overestimate the small numbers. In: COH2 Gameplay |
Thread: The Tiger ace6 Apr 2015, 17:45 PM
The Tiger Ace doesn't even have more armor than the regular Tiger. I can't really see how it's hard to get rid of when the regular Tiger isn't hard to get rid of. Normal Tiger: 1040 HP Tiger Ace: 1280 HP Also, as far as i know, it's a "vet 3 tiger" with increased vision and same DPS on MG as a Tiger with gunner on top. Besides all that, the main problem is the "triple tap" or the IWinButton. Target weakpoint doesn't share cooldown with the main gun, this leads to 3 consecutive shots in a small intervale of time. How you obtain the tank, is just badly design also. The income penalty doesn't start to hit till 10mins (for the cost of not spending fuel), so this tanks should be used to trade agressively or finish the game. Note: this is not about the overall strenght of the commander rather than the badly designed TA. In: COH2 Balance |
Thread: T34/76 should get a slight buff6 Apr 2015, 17:26 PM
A ROF buff would help the T34 in all area's, it's really silly that the KV1 is basically just a extremely good T34 that arguably outclasses the 85 in performance despite costing almost the same. GL chasing or flanking with a KV1. In: COH2 Gameplay |
Thread: 6 consecutive losses against arranged teams6 Apr 2015, 16:36 PM
If you want to reduce the chance of getting completely one sided matches, just reset the search every 1-2 mins. GL finding a game. In: COH2 Gameplay |
Thread: Garrisoned buildings in the FOW6 Apr 2015, 16:30 PM
While a non intended behaviour, this can save you when you want to deploy a unit from a building. In: COH2 Gameplay |
Thread: PTRS now OP?6 Apr 2015, 05:05 AM
PTRS have the same damage as a Gren Kar with a better profile at mid, and a little worst at close/far. If you think THAT is overperforming, i guess the same can be said about JLI (which snipes at 75-80% health). RNG guys. You'll remember the times your squads gets "sniped" but not the amount of times it miss. The problem is the PTRS destroying crewed weapons, not it's DPS vs infantry or vehicles. In: COH2 Balance |
Thread: CAS needs adjusted6 Apr 2015, 05:00 AM
I'm gonna copy my post that seems it didn't led to any discussion. Solution: change how it approaches the battlefield while mantaining the timing of unloading it's payload. Option number 2: Call the plane into the battlefield and it starts to loiter around. You have X seconds after the plane arrives to order an attack route. In: COH2 Gameplay |
Thread: Team games now5 Apr 2015, 21:22 PM
Population: 1v1: generally doesn't have too much difference in search since a few people looking for one or either faction will change the %. 2v2: depends on timezone, but in general you are gonna have a higher axis %. BUT, balance issues tends to modify the behaviour of the search in 10-30% in my experience. 1 every 15 games i would see 50/50 or more allies searching on the last patch. Nowadays i'll say it's 1 in 4. 3v3+: Lol, axis "ez mode" (randoms). W/L: W/L ratio depends on the sample of players you are gonna take into account. -While old, this is a good example of a sample of top200 (random for 2v2+): https://docs.google.com/spreadsheets/d/1pkFRjN9K7ewdJbcGtMJa3paYkttHGUDe_7BjiZkBM-c/edit#gid=0 -If we take into account the whole population, that normalize near 50 with a variance of 1-10% depending on game mode and patches. In: COH2 Gameplay |
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