Adjust tech cost, balance maps and LT/Cpt.
T2 could be a tad cheaper and/or arrive a bit earlier.
Swap BP and buidling cost for either all tiers or specially for T3-T4.
For LT/Cpt i would rather see Cpt a tad fuel wise cheaper.
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: Ostheer Teching: Inefficient vs USF?1 Dec 2014, 15:41 PM
In: COH2 Balance |
Thread: How the Game Meta moves.1 Dec 2014, 15:04 PM
I think you are making a wrong analysis. Let me explain. -Canister shot was always OP and is still behind a crappy commander on 1v1 and too situational for 2v2 (double pathfinder nuking truck). The commander being not part of the vanilla ones, made it so that till they released them for buying and/or people got them through warspoils, it was pretty strange to find it on automatch early on. And any of the other 5 commanders were better at the time* *Dodge commander was cheesy good. Nowadays is crap. -Canister shot is more of a problem for OH than OKW. Remember this. You have enough tools to deal with it early on in comparison to OH. -With the new infantry grouping, getting wipes became really easy. -USF is more playable nowadays. People use to avoid playing USF, unless it was for fun. Nerfs to OKW (income, Kubel) or OH (paks) made it more viable. Specially with the point mention before (Scott and HE wiping squad left n right). -Puma still remains a safe great choice. LMG damage and enough AT potential to deal with anything USF can bring into the table (except E8) and mid-early late game of SU (anything before call in tanks). With the new flak mechanics (not missing everysingle shot), the Flak HT is way more reliable than before. So if you want to go for a more agressive choice, you can go for it that it will still soft/hard counter any of the USF light vehicles. I may add that the decrease on popularity of M3 (that 10 fuel increase on T1 makes it arrive 45s later + less DPS on CE) makes 1 less reason to think of going Puma. Haven't seen double M3 on a while. -It's safer to rely on a solid build/tech rather on 1 unit. Medic > Flak HQ. Going Repair truck first will eventually lead to a huge mp bleed. -In the same line of thought, AA HT is more of a risk option, even against OH. You can get an M20 which won't delay your tech as much and it's way more micro-able than the HT. People learnt how to M20 push lone squads with shrecks. TL;DR -Canister was always OP on a crap commander n unit. -USF is more playable. -Grouping of units gives more chances of wipe -Meta hasn't change as much, specially OH vs USF match up. In: COH2 Gameplay |
Thread: The spam, it's getting unbearable 1 Dec 2014, 01:29 AM
Conscript spam, sniper spam, M3 openings, maxim spam and up to some point combined arms. If you go Penals, you better be Redwing. You lost from the get go by using them. In: COH2 Balance |
Thread: Guard1 Dec 2014, 01:04 AM
PTRS is not useless! I'm just gonna say that either you are missing a point (like hitting front), exagerating or you were pretty unlucky. You failed 5 chances between 90%-63% depending on range. That's less that 0.5% chance. In: COH2 Gameplay |
Thread: OKW Anti Building30 Nov 2014, 20:37 PM
Aproach with 2 units and run around and around? Use green cover? Shoot from the side with no windows? In: COH2 Balance |
Thread: Canister shot30 Nov 2014, 20:30 PM
I made a thread after WFA release and i thought it was ridiculous. "Crappy" (for 1v1, you can nuke trucks with the pathfinders on bigger modes) commander with 1 cheesy unit. Remember at that time that units were more spread than now. Buff Greyhound, nerf canister, tweak the paratrooper drop. In: COH2 Balance |
Thread: A new way to think of Obsersoldaten.30 Nov 2014, 09:40 AM
Meanwhile the german sniper... In: COH2 Gameplay |
Thread: A new way to think of Obsersoldaten.30 Nov 2014, 05:26 AM
But they have less range and they don't come in pairs on the first 5 mins of the game. Also they have less sight, they only get sprint at vet5 and they don't have such utility as being able to throw flares. :trollmodeoff: In: COH2 Gameplay |
Thread: Guard29 Nov 2014, 23:02 PM
-Option 1: make guards be able holster their PTRS. -Option 2: make guards be able to holster their PTRS after buying DPS. No more viva piñatas! -Replace vet1 with a "defensive stance" where they increased effectiveness of PTRS (range, rof, whatever). In: COH2 Gameplay |
Thread: [Developer] Map Improvement Poll29 Nov 2014, 14:42 PM
My vote goes for Hurtgen Forest since it's an insta veto everytime but as said before, most maps needs light or heavy tweaks. Semoisky: Bridges need to be bigger (1-2model) to avoid the truck block, specially against USF. Why can't we deploy trucks or structures on the outsides of the base? Stalingrad: dunno what can be changed to improve but it's an insta veto with axis. Crossing in the woods: base bunkers shouldn't cover completely the cutoffs. This aplies to other maps as well. Faymonville/Langres/Kholodny: dunno what but you need to keep closing the gap advantages each sides gives. South, south, west. Trois Point: it's still easier to lockdown the map from the north spawn. Moscow Outskirt/Rhzev Winter: easier to play on the south. Specially on the 2nd map General: -reduce base bunkers covering strategic points -remove/move houses which let you spawn inside the enemy base In: COH2 Gameplay |
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