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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: Can you detect maphack when watching replay?8 May 2021, 14:08 PM
In: COH2 Gameplay |
Thread: 4v4 balance improvement7 May 2021, 14:46 PM
The newer factions wouldn't be able to compete with release Soviets/OH, specially if we consider their release state DLC commanders. OKW: even for how broken this faction was, they don't have the tools to deal with clowncars or even worse, original maxim spam combined with crushing T70. It would be trivial facing them using Soviet Industry or HTD PPSH. UKF: is in a similar position to OKW, that they only shined at late game (remember they sucked hard on 1v1). They will probable get over run by release Osttruppen/Assault Grenadier commander with FHT hitting the field soon after. USF: if they don't face AssG/Osttruppen they should do more than fine, specially with Rifle Company or Greyhound cheese. What it would be interesting to play is Soviets vs OH and USF vs OKW exclusively. In: COH2 Balance |
Thread: COH2stats.com match and player statistics 2.06 May 2021, 19:04 PM
... Worthless to compare only top200 vs top200 stats for 3v3/4v4 (and probable 2v2) because the sample size for this games is too low. Less than 1% of the total games of top200 are BARELY balanced matchmaking wise. 2v2 at least get's around 5x to 10x times the number of games even if the total games is lower (close to half compared to 4v4). This metric only works for 1v1 which get's at least closer to half of their games in this way (6273/15150). Just use the total games metric for 3v3/4v4 because at least you get some relevant information. The overall message is the same: Axis is steamrolling on teamgames, specially 4v4. In: Lobby |
Thread: Commander Update Beta 2021 - Ostheer Feedback4 May 2021, 12:09 PM
I would prefer if the unit was improved utility wise when they upgrade with AT rather than letting them tow their PS. In: COH2 Balance |
Thread: Commander Update Beta 2021 - Ostheer Feedback4 May 2021, 12:05 PM
If we open that can of worms, i'm not sure what's in the Soviet, USF or TOW missions. In: COH2 Balance |
Thread: Commander Update Beta 2021 - Ostheer Feedback4 May 2021, 11:56 AM
Unless you played a modded version, that feature has only been present in the OKW sweeper. In: COH2 Balance |
Thread: Should Osttruppen really be buffed? 30 Apr 2021, 18:08 PM
Does someone have several videos/replays of that heavy Osstruppen spam that was circulating a couple of weeks ago? In: COH2 Balance |
Thread: Commander Update Beta 2021 - Ostheer Feedback30 Apr 2021, 18:06 PM
I haven't used them ever Well that shows. It's basically the equivalent of Tiger Ace release levels of OP.
Because if they are not limited to 1 and they are as strong as suggesting them to be, 5 man PG with bonuses on top, they would had to be prohibitively expensive. PG are already 340(?) so you are at looking at a "normal" value of at least 400mp. You could balance it at 360mp by making them a single squad, arriving at 3 CP (i think same as Jaeger squad) and them not having a bundle nade. Comparison to Shocks: Armor is just a fancy way of using RA which is slightly worse when similar values are accounted for. Basically 1.5 armor is equivalent to 0.66 RA. In: COH2 Balance |
Thread: Change rush-walking stuka timing for 3v3/4v430 Apr 2021, 17:48 PM
Cause mechanized without Stuka would feel empty as a tier option. Although the idea stem from before the current rework to T1 which made medics and ISG more available. The idea was to get an anti garrison tool once you went T2 without having to overcommit on the Stuka. On a tangent point in regards to mechanized, i think resource conversion/cache could make a return with some tweaks. Either munition or fuel should be converted from mp. Or for the same cost as a cache, the mechanized truck could be upgraded to act like it and ONLY giving resources to the player who build it (basically like Opel) In: COH2 Balance |
Thread: Change rush-walking stuka timing for 3v3/4v430 Apr 2021, 17:18 PM
Stuka at mechanized should be cheaper and only arrive with a tweaked free flame barrage. Once the Flak HQ is deployed should they be able to upgrade the unit for the cost difference and be able to use the HE barrage. In: COH2 Balance |
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