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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: ZIS-3 Tracking ability overnerfed?20 Aug 2014, 18:34 PM
I expect at some point that they will either reduce muni cost, or reverse the nerf (just like they did with Blitz) In: COH2 Balance |
Thread: Do Tigers really need Blitzkrieg?20 Aug 2014, 18:32 PM
And why you don´t mention the difference on RoF? You get 5 shots against his 4 shots. Why don´t we take into account support from 1 zis and 1 pak40 (which is most likely a real situation)? Dunno, I still feel confident of dealing with IS2+Zis with Tiger+Pak40. Specially since it´s one of the few targets on which is easy to land a TWP. It´s a close fight but Tiger with support has a slight edge against IS2 with support. It´s not as one sided as before. Q: while target size are the same, isn´t the actual game size different?. Doesn´t this make reposition harder and increases RNG for shots landing either on the front/rear ? I´m gonna ask it again: would it be too complicated and far from design expectation to disable REVERSE command when the ability is active ? In: COH2 Balance |
Thread: Shocks20 Aug 2014, 04:41 AM
It shows shock squads wiping out multiple VGs and SPs at once and a squad wipe of a full health FSJ squad by grenade (I hate that shit on 4 man squads), amongst other things. Should have wiped that MG34 after the smoke grenade also but I guess OP knew he had a flanking Penal flamer coming in.
I´m just seeing a pretty one sided game. Skillgap is a bit too much. 1:00 he goes Volks and 2SP. I don´t think that 2 SP openings is the best when you can see what building SU has in his base. T1. 1:53 retreats by mistake a Volks 2:50 loses first truck to an M3. SU is using Penals 3:40 he didnt followed his Volks with SP against the single M3. Then on the fight with flamer+M3+Penals he get focus fired his 2nd SP while 1st SP and Volk are doing nothing. Forces retreat of all units after the army switches target. 4:30 M3 overextends. Gets killed by MG34 + Volks ...-5:50 Bad engagement of Volks against conscripts and Penal at close range. Trying to get a wipe on the cons force 2 Volks to retreat and 3rd one later after being chase by Penal flamer and then meeting a Shock. Wiped. Unnecesary mp lost while doing a merry go round with the Penals. Meanwhile on the other hand, MG34 forces 2nd Penal to retreat. "Important part" 6:00 shock meets 2 Volks aproaching them and a SP trying to go from a side all units where moving. The 1-2s of combat, Volks are at mostly optimal PPSH range, they both eat a nade causing them not to shoot. Shocks focus fire SP wiping them (they are at spear range of them). Shocks are at 15-20% health with 4man still. They focus fire 3man low health Volks (again we are at sword range). They wipe them and they still are at 15-10% health with 4man. They aproach the 2nd Volk squad (3m away from the other) with 3/4man and force them to retreat after killing 2models and health damage (almost wipe). They are at 3man with 5-10% health. 11:30 Shocks vs Falls (vet 0 both). Shocks dodge nade. Falls pulls back after seeing Shock aproaching then retreats. 5man shock at 50% and 3man 60% Falls. Faces 2nd Falls at yellow cover behind a face. Eats a nade right in the middle of the squad. No attempt to dodge. Wipe. Shocks are at 20% health 3 man. BTW, he had an MG34 which could he had use prior to engage with either of both Falls if he had soft retreat earlier. 12:47 he could had wipe those Shocks with the MG34. RNG was not smiling upon him. BTW, T4 flak truck gets destroyed. End of replay. In: COH2 Balance |
Thread: Shocks20 Aug 2014, 03:54 AM
1- Theres a reason Gren spam works better than Con spam on this meta. 2- Molotov requires teching. If you are gonna spam easy dodgeable molotovs on everysingle engagement you are gonna have a bad time on the long run. 3- If you move sideways you don´t stop shooting 4- Merge is more expensive than reinforcing. And you are forcing another squad to retreat. First time i heard this is an OP ability. 5- I would gladly trade merge and sandbags for bunker with reinforcement/mg/medics 6- Oorah was OP when it was 5 muni and the killing capabilities where low. When using Hoorah you are not shooting. 7- If you use attack move with shocks you are going to have a bad time. Axis and 1919blobs are meant for A move. I will let you think about this so you notice the difference. PD: i just notice that mostly of what i said has already being written on the previous post. ________________________________ I still don´t get what´s the OP point. Are we discussing shocks or Soviet faction design ? While the title says one things, OP comments refers to something completely different. In: COH2 Balance |
Thread: Need help strategizing20 Aug 2014, 03:22 AM
also, close air support gives you AT strafes which is essentially undodgeable. Hmmm don´t you mean AI strafes? AT strafes are really lacklusters unless the tank has engine damage. In: COH2 Gameplay |
Thread: Do Tigers really need Blitzkrieg?19 Aug 2014, 18:32 PM
Blitzkrieg: while activated it disables the Reverse maneuver/button. People nows have to either go forward or spam click behind the tank :devilface: In: COH2 Balance |
Thread: Shocks19 Aug 2014, 18:24 PM
Edit: Aerohank answered you. And i don´t get why the thread is called shocks when you are just asking for soviet faction design. In: COH2 Balance |
Thread: OKW on Semoisky19 Aug 2014, 18:18 PM
OP: 2v2 or 1v1 ? Lots of difference. In: COH2 Balance |
Thread: Many maxims suggestion19 Aug 2014, 18:18 PM
Nobody i know wins high level 1v1s only because they build plenty of maxims. In teamgames they are able to push at the beginning, but they offer no late game potential. They get decimated by mortar(-halftracks), artillery, vet infantry with upgrades, well placed grenades, and especially vet1 MG34/42s. Can anyone imagine if maxims were mirrored to MG42? Long time to setup, crew spread out, black magic teleport shenanigans, incendiary rounds... I would gladly trade a maxim for a proper MG. @Cannonade: but you didn´t answer his question ![]() In: COH2 Balance |
Thread: Do Tigers really need Blitzkrieg?19 Aug 2014, 18:02 PM
@Cannonade Blitzkrieg Blitzkrieg enabled German armor to escape potentially deadly situation at a fairly low cost. This placed German armor in a very advantageous position relative to Soviet armor, as they could take greater risk while sustaining lower casualties on average. Other issues, such as awkward movement behavior or unrealistic accuracy, made the ability feel a bit cheap and magical. This change synergizes well with the recent modifications to acceleration, as vehicles will be far more responsive while the ability is active. Now provides 1.6x acceleration Received accuracy modifier from 0.5 to 0.75 Speed and accuracy modifier removed Munition cost from 40 to 30 Then we had Blitzkrieg Now adds a speed maximum modifier by 1.5 Duration decreased from 20 seconds to 15 seconds After that With the changes to Blitzkrieg providing max speed we felt that it was a change going into the right direction however we did see some unrealistic speeds achieved by medium tanks on roads. By reducing the max speed modifier we still achieve the intention of the change while maintaining realistic expectations. Blitzkrieg Maximum Speed Modifier reduced from 1.5 to 1.35 In: COH2 Balance |
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