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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: State of the ISU-15228 Jun 2020, 23:25 PM
In: COH2 Balance |
Thread: "Close the pocket" OP? 28 Jun 2020, 06:57 AM
It's just cheese. It's essentially an "I win" button if you pull it off but rarely actually happens and is map dependant. It's more of a noob trap for OST players. It would be better if it was reworked, but I suppose anything less than an "I win" button would be a nerf, so yes it should be. The downside is that it is a very unique ability and commander. This is basically the OH version of Soviets FHQ old cheese, with the exception that it doesn't work as well in smaller modes and therefore it has never got enough attention for it to get nerf/reworked. I'm sure that if AT teams started to spam it (they generally win most games regardless) more people would complain. I'm conflicted. It's unique and niche on one side, but aimed mostly towards been cheesy and noobstomping. It requires a specific setup to pull out which makes it extremely hard on smaller modes but on the other side of the spectrum it's easier to pull off with a bit of Stuka dive bomb coordination and the gains are far bigger (more units getting shot at). In: COH2 Balance |
Thread: Cali Armor nerf28 Jun 2020, 06:42 AM
IIRC, depending on the version of the CalliOP, the tank couldn't shoot before dropping the rocket rak. And the versions that could, had limited aiming. Initially in vcoh1 we had CalliOP with main gun and the concept was deemed OP. I know, old game and yada yada but as a concept, i think it's the reason we never had it in CoH2 to start wiht. Balance wise, i think both sides have a point. The unit is already more expensive, had it's HP nerfed and vehicle crew removed. On the other side, nerfing it's armor won't kill the unit in the slightest. I would propose something slightly different. Increase it's size. Yeah mediums are now smaller and there's a difference but personally i would keep all shermans with the same armor value (those who don't specifically are tougher for a reason). At the end of the day, this is low in the list of priorities (faction and unit are not in the spotlight) that there's really 0 incentivize to change in for such little gain and just "alienating" people on one side. In: COH2 Balance |
Thread: Idea for sturmpiooner27 Jun 2020, 05:37 AM
At this point, the IS are the bunker of SC2. In: COH2 Balance |
Thread: Idea for sturmpiooner26 Jun 2020, 22:13 PM
0.85 and 0.8 when in cover. 0.9 was pre patch. In: COH2 Balance |
Thread: State of the ISU-15226 Jun 2020, 10:46 AM
Use PMs or bans. Last warning. In: COH2 Balance |
Thread: Did you know -allowincompatiblereplays existed?26 Jun 2020, 10:39 AM
In: Lobby |
Thread: Why is Vilshanka in the map pool?26 Jun 2020, 01:31 AM
I would prefer give them 2 stg44 at the beginning, reduce their mp cost to 260. but can purchase 2 more at 60 munition. The Sturmpio thread is on the other side. In: COH2 Bugs |
Thread: Prevent ambulances from dying to stray shot25 Jun 2020, 23:15 PM
In the case of the base design: Unfeasible as in not worth the time to implement or don't want to? In: COH2 Balance |
Thread: Prevent ambulances from dying to stray shot25 Jun 2020, 20:14 PM
Alternative, change USF base layout so you are able to hid ambulance behind buildings. In: COH2 Balance |
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