Profile of Ulaire Minya
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Post History of Ulaire Minya
Thread: Can someone finally fix the M1 AT gun's tracking?10 Apr 2020, 12:29 PM
there's a a second's delay between setting up and firing In: COH2 Bugs |
Thread: Poll: USF TD suggestion10 Apr 2020, 06:04 AM
m10 stock - yes m36 turned into heavy td - yes put pershing in armor co maybe? m10 will need some tuning to be stock, but that really is the best solution. m36 gets the pen/dmg buff but rof nerf, should be very balanced In: COH2 Balance |
Thread: High Skill USF gameplay is just so micro intensive9 Apr 2020, 07:31 AM
He's saying the game is really easy to get good at because it doesn't require huge technical skill/micro unlike WC3 or SC2 for example In: Lobby |
Thread: High Skill USF gameplay is just so micro intensive8 Apr 2020, 10:22 AM
Imagine queuing for 2v2's and getting mad the enemy players use teamwork In: Lobby |
Thread: Wishlist for 20196 Jan 2019, 19:45 PM
Recieved accuracy bonuses only applying in cover and cover providing a damage reduction only (25% yellow 50% green) in order to prevent the mindless a-moving of infantry. In: COH2 Balance |
Thread: OKW overhaul discussion2 Jan 2019, 14:10 PM
It doesn't have to be massive, but at least it'll have scatter unlike the creeping barrage. In: COH2 Balance |
Thread: OKW overhaul discussion2 Jan 2019, 04:43 AM
They already have the biggest aoe. In: COH2 Balance |
Thread: OKW overhaul discussion2 Jan 2019, 04:12 AM
I really like this overhaul. One think I will have to disagree with is the Stuka. I think it's high time for the creeping barrage to become a vet ability and make the standard barrage a circle. In: COH2 Balance |
Thread: Rifle Company Ability Rework30 Dec 2018, 19:52 PM
Thanks for the replies guys, a lot of E8 fans around here it seems. If something gets bundled I have no issue with it staying, but it needs some kind of adjustment imo. The 76mm in mech handily outperforms it. In: COH2 Gameplay |
Thread: Rifle Company Ability Rework30 Dec 2018, 09:41 AM
Since everything is getting reworked eventually (hopefully), I thought I'd jot some ideas down. No particular order, just chime in on what you think. 1. CQB Rifleman package Gives rifles M1 Carbines and satchel charges (from Ardennes Assault). Would probably be 0 CP and locked behind any officer unlock. Takes up one weapon slot. Satchels copypasta from Penals and share a cooldown with frag grenades. 2. White Phosphorous Munitions. Mortar can launch copypasta M21 WP barrage. 0CP locked behind first officer unlock. Sherman gets WP shell like the Comet? 3. Rifle defensive package. You know it, you love it. Sandbags, mines, fighting positions. Kind of odd it wasn't in RIFLE Company to begin with. 4. Rework fire up to be a normal sprint. Inflate the muni cost if you have to, but paying for a short sprint with a slowdown effect is stupid. 5. Riflemen Veteran Sergeants One model swaps his Garand for a Thompson and gains better defensive stats like a mini officer model. Squad loses one weapon slot. Upgraded squads benefit from increased XP gain. Requires first officer tech. *** I think E8 has no place in this doctrine. It doesn't fit thematically whatsoever with something that's supposed to buff riflemen. Offmap WP is also unnecessary given WP for mortars and maybe Shermans. RE's getting flamers is also kind of pointless given WP mortar shells. In the end this would be a fairly strong doc imo simply because of the options afforded the riflemen. With the USF tech revamp, I have a much better feeling about playing with the tools given in the base tech tree without relying on ludicrous amounts of callin units. That's of course just my opinion. What's yours? In: COH2 Gameplay |
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