Flamethrowers always do the same damage, except for units in red cover (0.5*dmg) or in water (0.5 * penetration, 0.2 * accuracy, 0.5 * dmg).
They also do way less damage to units in vehicles (0.1 * dmg).
Profile of Twister
General Information
Register Time: 18 Nov 2012, 16:33 PM
Broadcast: https://www.twitch.tv/TitiTwister
Residence: France
Nationality: Belarus
Timezone: Europe/Paris
Game Name: Twister
Register Time: 18 Nov 2012, 16:33 PM
Broadcast: https://www.twitch.tv/TitiTwister
Residence: France
Nationality: Belarus
Timezone: Europe/Paris
Game Name: Twister
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Post History of Twister
Thread: quick question about flamers14 Oct 2013, 20:21 PM
In: COH2 Gameplay |
Thread: [CoH2] Spectator Mod13 Oct 2013, 23:31 PM
I am impressed. |
Thread: Why am I so fly?12 Oct 2013, 21:29 PM
Holy shit that loops perfectly Exactly what I was thinking. Also, shit's gettin' real over here. In: Scrap Yard |
Thread: [CoH2] Changelog8 Oct 2013, 21:11 PM
Updates October 9th, 2013 General • Ladder decay Balance Small Arms Weapon Profiles Focus on better aligning infantry small arms within our health/damage system. This reduces the amount of overkill and better enables us to control how small arms functions within the game. Generally speaking, each weapon will have the same DPS as it did prior to the change. However, the LMG42 did see a reduction to its theoretical DPS output as well as its long range DPS output to compensate for its incremental value over time. LMG42 • Damage from 6.21 to 8 • Accuracy near from 53% to 47% • Accuracy far from 38% to 20% • Rate of fire from 16 to 14 G43 • Damage from 27 to 16 • Accuracy near from 60% to 80% • Accuracy far from 47% to 65% • Maximum cooldown from 1 to 0.25 • Minimum cooldown from 0.5 to 0.125 • Near cooldown modifier from 0% to 25% • Far cooldown modifier from 200% to 150% • Far reload modifier from 150% to 200% Pioneer SMG • Damage from 2.25 to 2 • Accuracy near from 50% to 56% • Accuracy far form 12.5% to 14% MG42 • Damage from 5 to 4 • Accuracy near from 55% to 68% • Accuracy far from 11% to 14% Coaxial MG • Damage from 1.5 to 2 • Accuracy near from 50% to 37% • Accuracy far from 37% to 28% Hull MG • Damage from 1.9 to 2 • Accuracy near from 50% to 47.5% • Accuracy far from 37% to 35% German Top Gunner • Damage from 1.4 to 2 • Accuracy near from 50% to 35% • Accuracy far from 37% to 26% 222 Coaxial • Damage from 5 to 4 • Accuracy near from 50% to 60% • Accuracy far from 20% to 25% 251 Half-track MG42 • Damage from 1.75 to 2 • Accuracy near from 50% to 43% • Accuracy far from 39% to 34% Soviet Bunker • Damage from 3 to 4 • Near Accuracy from 50% to 38% • Far Accuracy from 12.5 to 10% Soviet Top Gunner • Damage from 3.2 to 4 • Near Accuracy from 60% to 48% • Far Accuracy from 32 to 26% M5 Halftrack • Damage from 9.9 to 8 • Near Accuracy from 50% to 62% • Far Accuracy from 37% to 46% M5 Halftrack QUAD • Damage from 4.8 to 4 • Near Accuracy from 50% to 60% • Far Accuracy from 12.5% to 15% Coaxial Vehicle Hull • Damage from 4.3 to 4 • Near Accuracy from 50 to 53% • Far Accuracy from 37 to 40% Soviet Turret Coaxial • Damage from 3 to 4 • Near Accuracy from 50 to 38% • Far accuracy from 37 to 28% Soviet Coaxial Hull • Damage from 4.3 to 4 • Accuracy near from 50% to 54% • Accuracy far from 37% to 40% Guard Troops LMG • Damage from 4.8 to 4 • Near Accuracy from 50 to 60% • Far Accuracy from 37 to 44% T-70 Coaxial • Damage from 1.6 to 2 • Near Accuracy from 50 to 40% • Far Accuracy from 12.5 to 10% T34/76 Coaxial Hull • Damage from 6.4 to 8 • Near Accuracy from 50 to 40% • Far Accuracy from 37 to 30% T34/76 Coaxial Turret • Damage from 3 to 4 • Near Accuracy from 50 to 38% • Far Accuracy from 37 to 28% Maxim HMG • Damage from 5 to 4 • Near Accuracy from 64% to 80% • Far Accuracy from 32% to 40% Dshk 38 HMG • Damage from 20 to 16 • Near Accuracy from 0.64 to 0.72 • Far Accuracy from 0.16 to 0.18 • Cooldown min from 1.25 to 0.5 • Cooldown max from 2 to 1 • Cooldown duration multiplier far from 1 to 1.7 Units and Abilities The KV-8 has seen its damage profile adjusted such that it no longer front loads the majority of its damage over a 10 second period. This will result in more of a reaction period for players under fire. The overall DPS of the KV-8 was also reduced from 18 to 15 damage per second. Other abilities have had their cost adjusted to better reflect their value in game. Mortar Half-track Incendiary Barrage • Cost from 30 to 45 ammunition KV-8 • Damage from 40 to 27 • Ready aim time from 1.5s to 0.75s • Reload form 5s to 3s ZIS AT Gun • Corrected an error in previous patch; shots fired from barrage ability set back to 6. 222 Armored Scout Car • Corrected an error in previous patch; cost set back to 80 MP and 25 FU. Assault Grenadiers • Assault Grenadier dispatch cost from 200 MP and 50 MU to 320 MP Ostruppen • Ostruppen now capture territory at half their current rate Target Size and Accuracy These changes are meant to work with the AT gun adjustments to reduce the overall variance in weapon damage output vs. lower tier vehicles. AT guns should feel far more reliable as a result. 222 Scout Car • Target size from 20 to 18 StuG III • Target size from 14 to 20 M3A1 Scout Car • Target size from 20 to 18 T-70 • Target size from 14 to 18 AT Guns • Accuracy far from 0.025 to 0.03 • Accuracy near from 0.05 to 0.055 Bug Fixes • T34 can no longer activate ram if its engine is overheated • ZIS and M-42 AT gun now properly received the 50% discount on reinforcement actions In: Lobby |
Thread: Sinking tanks and shock troops spanked5 Oct 2013, 01:04 AM
Really close game! Interesting and really aggressive strat by the Soviet players. They never got caught off guard and were difficult to counter. Shows how mortars can counter almost anything! Game goes down to the wire. The German zoo goes up against Stalin's beasts, hella shit sinks and everything dies at the end. No one lives happily ever after. Not for the faint of heart. In: Replays |
Thread: Best Freaking 2v2 EVER!3 Oct 2013, 01:04 AM
Because it was the second time we both played CoH 2 after not having played for over a month. We just picked the two new commanders, funny names, and had fun with that. In: Replays |
Thread: Best Freaking 2v2 EVER!2 Oct 2013, 21:19 PM
GG, that game made me love CoH2 again Well played by Hans and LuckyStrike. In: Replays |
Thread: [CoH2] Changelog26 Sep 2013, 17:32 PM
Updates September 26th, 2013 Bug Fixes: Ostruppen - Ostruppen Weapon damage from 8 to 16 There was a data error in the ostruppens weapon where it was doing less damage than we had originally calculated. This was making the unit actually worse than other rifle units (for cost) even when utilizing its in cover bonus. Assault Grenadiers - Dispatch Cost from 280 manpower to 200 manpower and 50 munitions - Reinforcement and population cost remain the same as prior This change is to give a temporary gate to the deployment of these units as players are finding it very difficult to deal with them at the start. The munition cost will gate the unit by a few minutes as well as make deploying these units limit the players means to get other munitions upgrades such as Panzerschrecks on the Mechanized Assault Group or a flame halftrack. Forward HQ - Addressed an issue where the forward HQ was not properly costing the player resources There was a case where this ability was not charging the players resources when used (no we’re not telling you exactly how). Other - Addressed two issues causing crashes Balance Maxim - Suppression from 0.02 to 0.0175 MG42 - Suppressed suppression multiplier from 1 to 0.9 - Suppression from 0.0085 to 0.009 In: Lobby |
Thread: TychoCelchuuu1 Sep 2013, 21:14 PM
congrats on hitting the front page, now you're internet famous (as if you weren't already ;-)) Some people on this site could really benefit from reading this... In: Fan Clubs |
Thread: Elo can't pick up on this, can it?31 Aug 2013, 12:24 PM
Somebody please close this thread!. ...aaaaand it's closed. In: Lobby |
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Latest replays uploaded by Twister
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