Profile of ClassyDavid
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Broadcast: https://www.twitch.tv/davecoh2
Steam: 76561198032338788
Nationality: United States
Broadcast: https://www.twitch.tv/davecoh2
Steam: 76561198032338788
Nationality: United States
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Post History of ClassyDavid
Thread: Rotating US Base2 Aug 2015, 03:41 AM
I would put this under jolly things to have and convenient but not necessary. Considering there are more pressing matters. In: COH2 Gameplay |
Thread: the cumback Kreygasm ( RtN hater )2 Aug 2015, 00:46 AM
Ah my good friend Crossfire? This should be a good game as always with a skilled player like him. In: Replays |
Thread: SU-76 issues1 Aug 2015, 06:50 AM
The main issue of the SU-76 is that it does nearly the same job as the SU-85, a more expensive in both tech and cost. This doesn't include the timing of it either. You can argue durability, rate of fire, damage, and focus vision come into play but when looking further it comes rather flat. Durability is indeed important but that almost goes to tank expected to fight on the front line. For most Tank Destroyers (excluding well armoured or high hp ones) are meant to behind the line supporting with their range advantage. Durability is more of fail safe if you fail to notice a ambush, reckless with it, or somehow got flanked. Rarely I lose SU-76s due to it's 60 range and screening and spotting with troops. Any Tank that gets too aggressive is almost certainly destroyed with one shot and one (or more) anti-tank grenades to reduce its chance of escape from becoming an burning wreck. For rate of fire it is clear a veteran 3 SU-85 has a withering one that can wear down any tank but this relates to damage. How so? Because you can get two SU-76s for a decent price increase. If I recall correctly two SU-76s cost 560 MP & 150 fuel (280 MP & 75 FU each) a single SU-85 costs 340 MP & 120 FU. For only 220 MP and 30 FU more I have a small force that can easily harass any tanks off the field expect only the heaviest Tank Destroyers. Firing two shots compared to one of a single SU-85. On one hand yes you have to micro two tanks but you can set one key for both of them. Last note on damage is once a SU-76 hit veterancy 2 they need one less shot to take down a enemy tank with heavy tank beings the only exceptions (Note: Panther will require same number of shots from both Tank Destroyers) which hurts the SU-85 one solid advantage. (Granted SU-85 needs one less shot to take out any heavy but you have two SU-76 remember?) The last I find amusing but I can see why is a plus. Focus vision is a good trait being able to spot for oneself without relaying another unit while being less micro intensive. However, Soviets have two great non-doctrinal tools to scout with. Snipers & Mortar flares. With these tools you can easily spot a good deal of the battlefield, not trading spotting range for decreased mobility. One final note is that the SU-76 more versatile with its AI barrage. I love the new SU-76 as previous user of it before its buff. Today it is a fine Tank Destroyer that performs its job well. That being said it need some tweaking to let the SU-85 be a more viable and worthy option again. (Not saying it doesn't work, just feels not worth buying) Teching tier 4 I still don't get the SU-85 as I'll have two SU-76 by that time with a T-34 or Katy on the way to handle the infantry, emplacements, etc. Reducing range would give a clear cut advantage to the SU-85 as this would mean a SU-76 would be forced closer, exposing itself and leaving it more vulnerable to a well executed rush. Reducing penetration would work as well it being mainly focus against medium tank and below with the SU-85 being built for Panther and heavy tanks above. In: COH2 Balance |
Thread: USF Rangers1 Aug 2015, 05:47 AM
I am enjoying this idea of Rangers becoming a behind the lines type of unit. It would be a interesting layer to USF as the only unit that is similar are Paratroopers. This should be reflected in their stats like maybe Falls. High damage but fragile unit that relies on a camo to ambush enemies to reduce damage taken. Forcing them to avoid direct combat (4-man squad? Low recieved accuracy?). Thompsons would be a delightful to have but regardless they could move slightly faster as to ambush one unit before pulling back and waiting for their next target. This could be countered with veterancy benefiting around this concept. Healing out of combat, quicker cool down of abilities out of combat, etc. Maybe even throw in slightly higher decap or cap rate. Of course weakness as mention above would be lake of durability and anti-tank options. In: COH2 Balance |
Thread: Replace Ost Tank Smoke with Launched Smoke30 Jul 2015, 17:18 PM
+ 1 I do like the idea but it should only be regulated to medium tanks (excluding the Panther) considering the Tiger, Elefant, & Panther have enough survivability as is. Maybe keep the same smoke for light vehicles considering how fragile they are. In: COH2 Gameplay |
Thread: USF Rangers30 Jul 2015, 17:06 PM
The only way I could see Rangers being added is if they were a long range squad considering all non-doctrine USF forces excel at mid-close range combat. If Rangers are mid to close range oriented squad it would be similar to OKW with Jaeger, Falls, & Panzerfusiliers call ins. Being the main infantry (excluding Falls) with Volks becoming a support unit. Rangers simply would have no place in the USF unless they performed something that other USF units don't perform already. I could maybe see Rangers specializing in behind enemy line combat. Like mines, camo, bonuses further from units, etc. Relic is already looking into scaling Riflemen and USF in general so we just have to wait and see what Sept. 3 brings. In: COH2 Balance |
Thread: SU-76 issues30 Jul 2015, 17:01 PM
I'd like the idea of reducing range to 50. This would make it a clear cut between getting a SU-85 with superior range and rate of fire or a cheaper, lighter, more versatile SU-76. Not sure on the reduced to 100 damage but I will think it over a bit more. Removing the barrage would be harmful to Soviets as Conscripts need support to be combat effective against Wehrmacht and OKW. Barrage can scatter or force Axis to move which helps Conscripts get a superior position, free damage, move without taking damage, etc. In: COH2 Balance |
Thread: Riflemen Tech Reduction Cost27 Jul 2015, 00:38 AM
If only I had some modding skills I would post a tuning pack for it to test it out. I hope Relic lets people test out patches two weeks before like July 21st patch, a great idea by them. But in all honesty blobs have never been hard countered so easily before in the current rendition of CoH2. Any blob will be easily countered by MGs, AoE weapons, etc. Axis have some of the best anti-blob counters. If spam is the concern that's the main thing of USF is that Riflemen are meant to be the main force. Tip of the Spear if you will. In 1v1s and, to extent, 2v2s blobbing will result in a lost of map control. The values themselves I haven't set, merely a example, as I'm not a balance director after all haha But I am confused on how this is a complicated set of changes? It's merely adjusting reinforcement cost & speed. No changes to veterancy or unit stats. Another reason I decided not to mention was it'd make Riflemen more appealing to purchase and upgrade compared to Paratroopers who would be stuck with 28 reinforcement meaning more man power bleed. Of course they perform anti-infantry better than Riflemen at all ranges when properly upgraded at the trade off having to spend major munitions at once and higher reinforcement. Last thing, I did consider putting it in a upgrade but I think it'd be worst off considering if USF have to spend one package that would be a instant boost to Riflemen early or mid game. This change is meant to give scaling through cost effectiveness. Do note that Riflemen perform best at early and mid game engagements. In: COH2 Gameplay |
Thread: Riflemen Tech Reduction Cost26 Jul 2015, 23:22 PM
Sorry for the odd title as I was struggling to find a appropriate sentence that was to the point and short but nevertheless. One thing that USF suffers quite harshly from is Riflemen bleed late game. While they can and do the job for combat even the most skilled USF players are hard pressed to prevent heavy losses due to Axis late game damage. This is mainly due to USF Rifles being the main line infantry and brunt most of the fighting for all stages of the game. With late game already being a weakness of USF manpower bleed hurts even more. Rather than some drastic change or another, Riflemen instead get cheaper, reinforce quicker, and (debatably) have lower popcap each tier teched. Do know these aren't the exact stats but it would go along these line. (Note: this is if someone researches all tiers and it can be done in any order except for Major for obvious reasons) LT Tier = Cost from 28 to 26, 5% Reinforcement speed (popcap reduction from 7 to 6) CPT Tier = Cost from 26 to 24, 10% Reinforcement speed Major Tier = Cost from 24 to 20, 20% Reinforcement speed (popcap reduction from 6 to 5) If someone skips a tier it would only count for LT and CPT instead of LT into Major I.E. LT Tier = 28 to 26, 5% Reinforce Speed Major Tier = 26 to 24, 10% Reinforce speed Essentially this would reduce manpower bleed quite drastically leading to USF winning attrition battles at the cost of feeding Axis EXP if not played correctly or carefully. One hand you can take the losses if you need to but too much of it will be counter productive in the long run. Tieing the reduce cost and reinforcement time means USF will delay Major longer but be rewarded with cheaper and faster replaced Riflemen as well more options considering they researched both CPT and LT. (This already adds in BAR, Bazooka, & Grenade upgrade since those are needed for USF to play effectively.) This also add an interesting new layer to USF with Riflemen becoming better merely due to being cheaper. Of course more Riflemen would mean more munitions to be spent on them to still be combat effective so too many would lead to far less upgrades, abilities, and globals. This be similar to infantry company from vCoh basically, even the supply yard. Now the Riflemen cost changes wouldn't fix everything. USF still need a free, cheap access to smoke and Riflemen would still be countered by good MG placement and USF munitions bleed still be staggering. (But then again with more manpower RE can place more Munition caches.) Note on Popcap reduction: The main thing that made this a maybe was that popcap reduction would have a more profound effect with manpower income in general. Consider that USF tank can be decrew for a boost in manpower and adding Riflemen popcap further increase that. It is debatable as it marks a good USF player to be constantly decrewing and recrewing tanks for manpower but there still should be some punishment for losing TOO many Rifles. On the other hand it would feed Axis plenty of EXP which should be avoided at all cost. Not mention if USF get LT, CPT, & Major the popcap from these three and manpower bleed from the first two lead to bleeding unless Riflemen screen for the Officers. In: COH2 Gameplay |
Thread: USF - Worst faction in COH History25 Jul 2015, 05:29 AM
One last thing I'd like if medics came back for USF but instead returned a percentage of manpower for each wounded infantry man, maybe being a upgrade for the fighting position? Certainly help with man power bleed too In: COH2 Balance |
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