1- Theres no "vcoh tables", so theres no way to have an increase accuracy of X unit against Y unit.
While i would like to see is "auras" added to snipers. Snipers blobs would get something like increased accuracy received.
Unless you are considering a price increase, the unit shouldn´t get a buff (210mp/15fuel)
2- I´ve already suggested in swapping BP and Tier buildings price so BP2 can be researched faster.
I think i´m satisfied of FHT rush into cut off.
3- So basically a double buff ? They´ve 0.87 receive acc. modif and you want to add armor?
First: armor won´t be added on units which didn´t have armor. Only unit ingame (i think) it´s shock.
They are not intended to be use as shocks. They are good to clear support weapons, when paired with other units and when you need DPS and you don´t have munition to spam LMG.
PG suffer from the same fate as Penals, they can´t compete with other units with upgrades.
5- Panzer IV is 350mp 125fuel
6- One buff, not both.
7- Same as before
8- Sigh. No armor. I don´t think they need receive acc modifiers (you have sprint if you really want to close in) and they are barely on a fine state. Similar problems as mention on point 3.
9- Heres my POV with static artillery. I don´t want them to be sitting "safely" inside the base. I don´t want them to be so easily sniped by recon + offmap, in the sense that it´s too easy and mindless to do. I´ll rather have a mp reduction to 520mp and a bit less popcap but being unable to build them INSIDE the base.
10- It´s actually better now with the minor popcap. I don´t mind it seeing a 5+ range buff.
11- #3 and i´ve already made a thread about them.
12- I think it needs a more complex aproach. Swapping tiers, working on a similar way as the M8, many different posibilities.
13- Partisans? Irregulars? Are they still ingame ? /s
14- #9
15- Nothing good comes from triple buffs.
16- 70mp reduction? Hmmm...I think the unit is on a relative fine state. At least is way better than the pack howi.
17- Double, triple buffs with fuel price added. I think you should work at Relic /jk.
18- The price you are paying is the royalty of getting them from buildings and their abilities.
19-...
20- You can use heat munition.
21- A faction desing problem. I heard it was going to be part of T4 but Amis AT were too weak, so they swap it with the Jackson.
22- Yep. Buff gun, tone down canister.
23- Make both units similar or equal on stats
24- Dunno but again, no overbuffs plox.
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: C0ffeebeanz - Units that need buffs10 Aug 2014, 04:22 AM
In: COH2 Balance |
Thread: OH HT - Now redundant?10 Aug 2014, 03:37 AM
I build it every time I play OH Riegel = inmobiliize. Theres a difference between a crawling tank and a stuck one. Riegel = 400dmg Teller = 500dmg In: COH2 Balance |
Thread: Allied Medium Tanks Overperforming/too spammable?9 Aug 2014, 23:28 PM
The challenge with increasing the cost of the dual T34/85 call in is that it will increase the time to yield on the field. Personally I'd break the dual call in to a single call in in increase the fuel my 15 or whatever. The singular 85 is already more expensive. In: COH2 Balance |
Thread: OKW defensive doctrine is missing teller mines9 Aug 2014, 23:25 PM
Isn´t it redundant with the non doctrinal mine? Just put 2 on top of each other. In: COH2 Gameplay |
Thread: LMGs9 Aug 2014, 23:19 PM
Cruzz is a cool guy and everything, but I strongly disagree with the option of spreading damage throughout the entire squad. Relic tried that when CoH: OF released, and it was awful. All it lead to was long firefights where nobody died, and then an entire squad suddenly being wiped in 2 volleys. In this case, imagine you have Assault Grenadiers attack a DP squad, that's 2 LMG's spreading damage out. You lose one model to the Mosin Nagants before killing them (leaving only DP and PTRS). You manage to make them retreat, but then a Conscript squad shows up and before you can react, one volley kills all surviving squad members. What´s the difference between a squad at 20% health with 2 models (32hp each one) and a squad with 20% health with 4 models (16hp each one). This will only apply to LMG and not the KAR/Mosin/Garands. Unless we are talking about explosions, pathfinders and flamers, i don´t see a difference. On the 2nd case you have a squad with higher DPS (specially units such as Penals, PG, SP, which doesn´t rely on specialized weapons for their DPS) In: COH2 Balance |
Thread: Balance issues currently facing the game9 Aug 2014, 18:25 PM
elchino7: No. Why? Because i say so. Right. Meanwhile the people who plays are seeing another reality then. I will say this again, it takes me more time to play axis than allies on 2v2 while i´m also seeing constant 60-70% axis looking for a game. I´m NOT SAYING there is a drastic difference of players playing 1 faction over the other. I don´t know why are you trying to block the sun with a hand. I bet you if we make a poll of which faction takes more time to find a game or which faction has a constant higher % we will know the answer beforehand. In: COH2 Balance |
Thread: German T49 Aug 2014, 15:27 PM
Regarding Brumbear: either you use ground fire or you will be most of the time hitting the guy who is far away from the group dealing only 1 model kill. While it´s not AWESOME, its an acceptable unit. Problem is, having enough fuel to get anything else. In: COH2 Balance |
Thread: That Dodge9 Aug 2014, 15:13 PM
Ostheer doesn't struggle nearly as badly as OKW does, thanks to the panzerfaust. OH + OH vs US + US I think it struggles really, REALLY bad with something like Dodge + AA HT rush. You are always behind on the mp battle (due to fast teching to get pak). Dodge + E8s...damn. Panzerfaust doesn´t help if he doesn´t get on range. And if you goes for the faust, i don´t see why not the US player just bails out to chase you. Problem with the dodge, is that it´s a bit too good at 0CP and a bit bad at 1CP. On another note, i still don´t know why the Mechanized groups are at 3CP when they are basically the "same". I don´t thing anyone would be annoyed to face them at 2CP. In: COH2 Balance |
Thread: Balance issues currently facing the game9 Aug 2014, 15:06 PM
--- 1-3-4 AMEN. N°2: while i think the difference in the number of people playing with either faction is not as big, it has been "known" for a long time that searching for allies (teamgames, and from the little experience i´ve on 3v3+ it´s exponential with the number of players) takes more time. I mean, it´s not like this is an isolated case of 1 or 2 days. It´s been like this since release, most of the time. Whenever we see a little fluctuation on the % near 50%, thats the magic moment to switch to axis ![]() @Kothre top50 players don´t fluctuate as much as those wondering on the top200. I would even say that it seems easier now to get to top100 rather than a few months after release. I would also say that by sheer amount of games played, you can also rank high. Anyway rank =/= skill. In: COH2 Balance |
Thread: Soviet Defensive Doctrine M-429 Aug 2014, 14:44 PM
MAYBE, just an idea, allow it to garrison inside buildings? In: COH2 Gameplay |
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