
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: How to further improve coh211 Mar 2014, 21:02 PM
Supression = reduce range of abilities. No more molotovs rush from the front, riflenade long distance shot or any bundle nade. In: COH2 Gameplay |
Thread: Ultimate guide to further improving coh211 Mar 2014, 20:52 PM
I couldn't read past the first change of buffing the shit out of Wehr w 5-man gren squads and nerfing the fuck out of Sovs with molotov/ATnade either or. +1 The thread, somehow, would be fine if only it wasnt a big nerf soviet - buff german. The bold text is fine, as things that can be improved. What is really wrong is mostly what you write later or how you try to explain it. Erase or try to be less bias and just leave the bold text. Global Upgrades Squad wipes Auto locking and auto engine damage faust and at nade Vehicle targeting/ AT gun targeting Depth to vehicle combat How tank fire effects at guns Flame weapons Capping Resources DLC Veterancy Terrain destruction Control/Pathing All of this is great, but consider the consquences on balance if anything is tweaked. Theorcrafting and gameplay are too far away from each other. In: COH2 Gameplay |
Thread: Random 2v2 - why Reilc? :(11 Mar 2014, 17:53 PM
@ipkaifung +1 This guy understands. In: Lobby |
Thread: German S-Mines Broken10 Mar 2014, 19:38 PM
I think we need a bigger sign and a big honk everytime germans build s-mine Radio intercept?? People are just not used to have to get a minesweeper as soviet or use other available options. Be glad, german using muni on mines means 1 less bunker upgrade, LMG42, G43, FHT, upgun, etc. In: COH2 Balance |
Thread: Penal Battalion anyone?10 Mar 2014, 01:51 AM
^True. But also the reinforcement of that squad is 30. I guess if you keep merging they get SVT as well. In: COH2 Gameplay |
Thread: How to further improve coh28 Mar 2014, 04:50 AM
some of these things are in the works, thanks for the feedback everyone I hope its not the Molotovs are OP ![]() 1-Damage/crit system: damage should be steady enough that players should know who is going to win what batter based on cover, range not due to random luck 1- That only applies to vehicles. (Something like 80% dead crit, 10% engine damage, 10% abandoned). Numbers may difer. A) Flame weapons rely on crits, this could be tone down. Something like increasing DOT but reducing the crit %. 2- Move your MG. Everytime you are molied you dont need to retreat. Just back up. B) Only thing i would notice is that mg crew should move a bit faster to recrew the mg. A dead crit on the mg gunner derivates into awful situations (any unit getting allmighty RNG accuracy killing the gunner and being able to rush from the front its annoying). A dead crit on the gunner while being on fired is a dead mg. 3- I would love to see how people would react if Faust and Rifle nades werent unlocked by default. 4- C) +1. Love to see side armor and making rear armor REALLY weak (specially on the Tiger). If engine damage from normal shots could be more frequent and only happen when shooting the rear dat would be great. I know its gonna be tempting attacking OP with L2P, but just focus on what i said and what i think OP wants (ABC) My 2cents of what needs to get improved: retweaking the old/vanilla commanders. PD: i dont think tanktraps would hurt if they were not doctrinal and with higher HP In: COH2 Gameplay |
Thread: Penal Battalions THE THREAD!8 Mar 2014, 02:08 AM
AssGrens maybe need to have a better vet upgrade. That´s it. Problem with them is not scaling so well during mid-late game. Reducing them at 300 (?) would make them a bit overperfoming at early game. They are somehow now on a "fine" line. PTRS are just fine against T2 or when inside a house/green cover and the P4/Stug is just standing still. A single Lend Lease Bazooka unlocked at T3/T4 for 60muni seems fine for me. It wont be a proper AT as shrecks PGs but would provide a fine AT support. Sames as AT partisans. In: COH2 Balance |
Thread: Ram 8 Mar 2014, 02:00 AM
I wanted to say i love/hate when vet 2 P4s deflects ram. That´s it. Keep fighting. In: COH2 Balance |
Thread: Ideas of radio "Maphack" change8 Mar 2014, 01:53 AM
Probably on 3v3+ (on the commander loadout, not using them) 25% or less of the time on 1v1 and 50% on 2v2. It´s not comparable a gun upgrade with the small chance of using this ability with a passive 0 CP ability. In order to use the ability you need to win an engagement or isolate a squad and be lucky of getting an injured crit. You will know what´s on the field (if you don´t have already seen it) but only for that moment. Anyway, "Us trying to brainstorm ways to improve it or fix it is a bit absurd. Radio intercept for ostheer too. I don't see relic removing that ability anyway. http://www.coh2.org/topic/14464/german-radio-intercept This is what you are looking for ![]() In: COH2 Balance |
Thread: Ideas of radio "Maphack" change7 Mar 2014, 18:38 PM
But it could be rather a buff on radio intercept. I mean, you would get the intel seconds earlier before the unit arrives (normally without false intel). Early game wont change anything (you would be just delaying your troops on the field by canceling and he just needs to read the last sentence) Anyway, just build barbwire. In: COH2 Balance |
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