Profile of broodwarjc
General Information
Register Time: 5 Jul 2014, 03:34 AM
Last Visit Time: 9 Jun 2023, 11:33 AM
Steam: 76561197974357014
Birthday: 1989-06-02
Residence: United States
Nationality: United States
Timezone: America/Winnipeg
Game Name: Broodwarjc
Register Time: 5 Jul 2014, 03:34 AM
Last Visit Time: 9 Jun 2023, 11:33 AM
Steam: 76561197974357014
Birthday: 1989-06-02
Residence: United States
Nationality: United States
Timezone: America/Winnipeg
Game Name: Broodwarjc
Post History of broodwarjc
Thread: KV-2 needs some adjustments17 Dec 2014, 18:03 PM
KV-2 needs to cost less resources, yes I know Soviet Industry gives a big fuel boost, but it costs over 230 fuel! Which is a lot for a tank with good AI, but questionable AT. In: COH2 Balance |
Thread: Panzer II Luchs17 Dec 2014, 18:00 PM
y does no one use zooks as usf. It punished okw HARD Because instead of experimenting and trying to change their build order, people just come on COH@.rog and rage. I do it too sometimes. But lately I have been trying other build orders and other factions (Used to just play OKW) and am having more fun and expanding my game knowledge, which as lead (IMO) to better play from myself. Most everyone here agrees that the Luchs as a little too much HP and could use a small HP nerf. Will Relic do something about it? That is the true problem. In: COH2 Balance |
Thread: 1v1 Sov VS. Ost ComPanzer VS. IS-217 Dec 2014, 17:54 PM
Mines, Cons, and a T34 hold off LMG Gren and Flame Engie waves until IS-2 hits the field to deal with annoying Command Panzer. In: Replays |
Thread: KV-8 Post-WFA17 Dec 2014, 16:24 PM
The KV-8 should have same health and armor as a KV-1 as well as having either much higher range or AoE. In the current blob meta a flame tank should be amazing, but right now it just under preforms so limply. I believe a lot of people are basing a KV-8 buff on just how it performs against OKW Shrek blobs; but do consider what such buffs would do to the tank versus Ostheer? LMG Grens can faust KV-8, but that just slows it and Pak40 fires more slowly now and the crew doesn't get cover from its shield so KV-8 can roll up and burn it out. While a buff to KV-8 would make it decent against OKW, it has a good chance of making it OP versus Ostheer. Which once again goes to show how tough it is to balance this game, buff a unit that is weak against one faction and make it broken against the other faction. In: COH2 Balance |
Thread: Panzer II Luchs17 Dec 2014, 16:12 PM
Australian Magic it sounds like you have more of a problem with Volk Shrek blobs than the Luchs. To address some points: The T70 can kill Axis Halftracks so it is not too far-fetched that the Luchs can kill allied Halftracks. As for the Stuart, while its AI does suffer, it does have 2 really, REALLY good AT abilities (Shell Shock + Point Blank Engine Shot), where as the Luchs and T70 need a good flank, a lot of time, and RNG to even damage medium and heavy tanks. I could see the Luchs getting less HP(not a cost increase that would make it not worth getting) and the Stuart getting a HP or slight armor buff (so its AT abilities have more time to be utilized). In: COH2 Balance |
Thread: Panzer II Luchs17 Dec 2014, 15:12 PM
The only real problem with the Luchs is when it comes out, I actually find that the T70 does better damage, but comes out slightly later. In: COH2 Balance |
Thread: Mg42 constantly humiliated17 Dec 2014, 00:40 AM
This^. You usually want your LMG Gren out on the field and not retreating back to base with the chance of getting wiped because they crewed a weapon. Also Ostheer engines don't always get the chance to crew weapons like a lot of other faction's Engies, because they are the only repair the Ostheer have and are needed at a moments notice to repair vehicles and buildings. In: Lobby |
Thread: Mg42 constantly humiliated16 Dec 2014, 20:51 PM
Or increase the close range damage, 1200 rounds per minute at 6 guys one meter away should be a slaughter, but in this game the damage doesn't seem to change at all. In: Lobby |
Thread: Mg42 constantly humiliated16 Dec 2014, 15:53 PM
The problem is that suppressed squads can throw grenades at MGs that are pinning them. Maybe they can reduce the range of grenades while under fire from a MG? This would still allow smoke grenades to be useful but would halt ridiculous long range grenade throws from a suppressed squad. In: Lobby |
Thread: All grenades need to be look at13 Dec 2014, 15:55 PM
After one of the recent balance adjustment all the Axis grenades got indirect buff due to the improvements to the squad behavior resulting in squad members being closer together. It is not just Axis grenades... but I do agree, all explosive AoEs are really good right now. Losing an early full health Gren squad to an "out of the FoW" Soviet mortar round can lose you a game and vice-versa for a maxim to an early German mortar. I do find that a lot of grenades, right now, do nothing and some wipe entire squads, I very rarely find that grenades drop a single model or do some damage, it seems like it is all or nothing. In: COH2 Balance |
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Latest replays uploaded by broodwarjc
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