Profile of TomOfAction
General Information
Email: Gbz(mpr)GWPZA.pbz
Register Time: 6 Jul 2014, 02:34 AM
Last Visit Time: 23 Aug 2016, 21:30 PM
Broadcast: https://www.twitch.tv/TomOfAction
Website: http://www.ThomasJamesCiotola.com/
Facebook: http://www.facebook.com/TJC
Twitter: http://www.twitter.com/TJC
Youtube: http://www.youtube.com/TomOfAction
Xfire: http://www.xfire.com/TomOfAction
Steam: 76561198064098040
Birthday: 1996-10-11
Residence: United States
Nationality: United States
Timezone: America/New_York
Game Name: TomOfAction
Email: Gbz(mpr)GWPZA.pbz
Register Time: 6 Jul 2014, 02:34 AM
Last Visit Time: 23 Aug 2016, 21:30 PM
Broadcast: https://www.twitch.tv/TomOfAction
Website: http://www.ThomasJamesCiotola.com/
Facebook: http://www.facebook.com/TJC
Twitter: http://www.twitter.com/TJC
Youtube: http://www.youtube.com/TomOfAction
Xfire: http://www.xfire.com/TomOfAction
Steam: 76561198064098040
Birthday: 1996-10-11
Residence: United States
Nationality: United States
Timezone: America/New_York
Game Name: TomOfAction
Post History of TomOfAction
Thread: Awesome Comeback as OKW!11 Mar 2015, 16:53 PM
I've been getting back into playing as Axis in 1v1s (for the most part I've been going Allies), and I have to say, I think I've been making some pretty solid improvements. In: Replays |
Thread: Player Card Worth and Community 9 Mar 2015, 18:31 PM
Does this actually mean buggger all? I haven't read the rest of the community's feedback yet (don't know if I will, I sense a flame-war in the midst), however, I can say that since this is a video game with a multiplayer component tied to it, there is only naturally going to be a wide-diversity of how players present themselves and their attitudes. Of course there are going to be "good" and "bad" sports, however, it is impossible to create a generalization (aka: stereotyping) of how a particular pool of players behave, based off of the actions of a select handful of individuals. I highly enjoy competitive games that have strategy as the main concept of utilization, and I only naturally get upset if I lose a really close match or something (whether it is due to balance or my need to improve my current skill-set) goes awry. HOWEVER, I personally feel like my attitude cannot be based off a single match, in the heat of the moment, and when I am feeling particularly passionate about what I'm doing. I respond to events based off of various components, and it alters from situation to situation. I personally believe it isn't necessary to flame/be a "Negative Nancy" unless I am deliberately attacked/provoked by a peer. And in regards to playercard statistics, I (like many others) enjoy this game and feel a sense of accomplishment when I am able to acquire a higher-level of ELO Ranking than other players, based off of my performance in game, but I don't think that it gives me the rationale/justification to put other people down. I think that this quote from Stephen Hawking in regards to the relevance of IQ points can be equally applied to the playercard debate: "I have no idea. People who boast about their IQ are losers." In: COH2 Gameplay |
Thread: Rage Mode: Initiated! [1v1 as Soviets]9 Mar 2015, 18:18 PM
I can't believe how upset this guy got over losing a match... I mean, if you're going to overextend and try to plant down your supply truck over on points that are consistently being contested, WHAT DO YOU THINK, is going to happen?! Anyways, I think I handled his rather toxic behavior pretty professionally, huh? In: Replays |
Thread: USF Pack Howitzer4 Mar 2015, 14:38 PM
if the pack howitzer is balanced the soviet heavy mortar must be pretty OP. I would like to constructively provide feedback and disagree with your analogy. I think that the USF Pack Howitzer is pretty underpowered, but the Soviet Heavy Mortar is the exact opposite, and is pretty broken right now. Yeah, for the most part, the commanders it's available on are either "OK", "Meh", and/or "Mediocre", and it is arguably of a hefty price for initial deployment, it is a beast on the battlefield. At Veterancy Level 1, it receives the precision strike ability, which pretty much will wreck any static defense (flak emplacement, garrisoned unit(s), artillery pieces, stationary team weapons, and etc...) and is pretty much the most annoying team weapon to decrew, due to the sole fact that it is the only mortar in the game that you need to wipe EVERY SINGLE team member of. The mortar itself is amazing (in terms of its actual performance I could see that it is somewhat "balanced"), but unless they make it wipeable after losing its fifth crew member, or all other support pieces receive the same mechanic, I would say it is hardly "UP" and/or "Balanced". In: COH2 Balance |
Thread: USF Pack Howitzer4 Mar 2015, 14:27 PM
Basing this off of solely 2v2s (but some of these points could arguably apply to larger team games), I would say that the USF Pack Howitzer is incredibly lackluster at the moment. Although I personally find it more useful and effective than the OKW Infantry Support Gun, I would say that the mere fact that teching up to the Captain is significantly more expensive than the Lieutenant, and is less viable due to the fact that (based off of what I generally do/see) most players go either tier 2 or tier 3, and then head directly to tier 4 (the Major). The Pack Howitzer is exceptional in terms of auto-fire capabilities (most of the OKW Infantry Support Gun’s prowess are derived from utilizing the manual barrage abilities (including when it receives its veterancy and respective perks from it), but the mere fact that when players like me go USF, they usually like to rush the Lieutenant (I aim to do so 2 – 3 minutes into the match) and build a quick M20 to counter early-game Axis suppression units. I generally can’t afford to go all additional tiers, unless I want to delay or have one less armored vehicle on the field (which can be extremely detrimental, especially since Axis late-game is where the enemy truly shines). If I am not mistaken, it is the only USF team weapon that has a six-man crew (opposed to the OKW, which has no six-man team weapons), which I believe is a paramount factor to its survivability on the field. Besides the fact that I heavily advocate the revamp of the entire teching system (pricing and initiation time) for COH2 as a whole, I think that a short-term fix could possibly be decreasing the build-cost of the USF Pack Howitzer (and potentially its reinforcement price if necessary), decreasing its crew size to four (or potentially five) men, and possibly tweaking the veterancy perks for the OKW Infantry Support Gun, so that they both scale well the entire duration of their usage as their intended role (an indirect support weapon). If anybody would like to agree/disagree, and elaborate to why, feel more than free. In: COH2 Balance |
Thread: Star Crossed Cup 2 Signups21 Feb 2015, 19:15 PM
This sounds pretty fun and I do enjoy myself a good 1v1. Steam Name: "TomOfAction" Region: North America In: Events Central |
Thread: Remove Shreck from Volks11 Feb 2015, 14:22 PM
I don't care about OKW/Ostheer heavies, I enjoy fighting them with Shermans/Jacksons/SU-85's and it feels fine, in 2v2 I have alot of fun using dedicated TD's to fight KT/Tiger/panther etc. The issue is when the vet5 volks blob with the most powerful heat seaking missile launcher in the game comes along and wipes mediums in one volley, honestly ruins games completely - this has become the meta. Well, if Volksgrenadiers lose their Combat Package upgrade (which I highly doubt because it is arguably a game-changing suggestion), then I hope you know Relic would implement a different upgrade for them (StG 44 package, for anti-infantry potential), indefinitely. Provided this tweak would synergize well (I wouldn’t know until it actually happened), I wouldn’t be totally against it, HOWEVER, as the Volksgrenadiers stand right now, they are pretty lackluster until they receive their Shrek upgrade, which emphasizes the whole “late-game supremacy” concept that Relic seems to be pushing for when you play as Axis. I feel the real problem here is the ability to blob infantry (USF + OKW are the primary factions in which most players utilize the whole “massed-blob” strat.), which I personally believe is a whole different debate to be had. That’s just my impressions, though. In: COH2 Balance |
Thread: Fighting Elite Troops5 Feb 2015, 17:30 PM
elite troops have no promblem except the fucking tiger ace. free tiger for 800mp thats just fucked up Subsequently, deploying and maintaing the Tiger Ace on the field gives the user a huge income penalty for both manpower and fuel over time. The idea of it is to utilize it in engagements that will ultimately dictate the outcome of the battle (regardless of how it is actually used). It comes out pretty late in the game (15 CP, at the moment) and at 800 MP, it generally drains the user of all stockpiled manpower (unless you've stockpiled 1,000+ manpower, which at any rate would be unconventional, in and out itself). I never go Elite Troops Doctrine anymore, unless I am going against US Forces 'Rifle Company" commander (fight cheese strats, with cheese strats), but I would almost always recommend deliberately suicide running the Tiger Ace and destroying as much as the enemy's defensive line as possible, within a relatively short amount of time, as well. |
Thread: Fighting Elite Troops5 Feb 2015, 17:15 PM
Hey guys, does anyone have any tips for fighting against this doctrine? I find it exceptionally hard to win if they immediately level one squad to vet 3, put and LMG on it, and push me off. I can't take the casualties that vet 0/1 cons suffer against vet 3 grenadiers. I haven't read anybody elses' feedback, yet; however, I can say teaming 3 - 4 Conscripts together (1 - 2 for each Grenadier, if there are multiple) and making sure to close the gap between the Grenadier squad, will gurantee a victory in early engagements. You need to keep in mind that Elite Troops' "Troop Training" ability comes at a hefty price, and subsequently causes the user to be delayed in teching significantly, if they decide to use it frequently (it's 80 MP and 25 Fuel, at the moment). Planting a crapload of demo charges and mines would also greatly assist your efforts, since mines and (more-so) demos can often squad wipe whole squads. I've personally beaten plenty of Elite Troops Doctrine users, by simply spamming Conscripts, Demos/Mines, and then going a commander with either a decent medium/heavy tank call-in (T-34/85s, M4C Shermans, IS-2s, and etc...) and bait the Tiger Ace (provided that the game hasn't been decided by then) into a mine or demo, followed up by a full-scale tank ambush and flank that will wipe all any hope of his victory out of the window. I hope this helps! |
Thread: New faction British??5 Feb 2015, 15:17 PM
I can't get enough of the idiots who still believe this horse vs tanks axis propaganda. I mean, how stupid and uneducated can you be to keep repeating that? I've seen you post frequently and can completely agree with you. I honestly love utilizing all four factions, but consider myself a causal-to-intermediate level player. All the pro-Allies/pro-Axis players who complain about "balance" issues, but only play one faction/side, should be considered completely irrelevant. A lot of complaints root back to a "L2P" scenario, and yeah, there's some complications with balance (all games have their fair-share), but to say that this game is completely one-sided towards a particular faction demonstrates that the individual lacks the ability to comprehend that this is a game, and there are people who are good, and those who aren't at said game (the latter generally likes to deny this fact). In: COH2 Gameplay |
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