Heavy Cavalry, Armour, Tactical support (vs Wehr), Mechanised (vs OKW)
Mechanized against OKW? Teach me how please, WC51 for early game harassment and counter to Kubel, refit that later on, arty ability against forward HQ trucks?
Thread: Your 3 Strongest USF Commanders19 Aug 2016, 09:26 AM
Heavy Cavalry, Armour, Tactical support (vs Wehr), Mechanised (vs OKW) Mechanized against OKW? Teach me how please, WC51 for early game harassment and counter to Kubel, refit that later on, arty ability against forward HQ trucks? |
Thread: share ur ingame benchmarks, results topic15 Aug 2016, 09:10 AM
That's fair enough, but personally I wouldn't use the in game benchmark for multiple reasons, main reason is that it doesn't accuracy represent real game play performance. Which I have to agree with (my potato apparently averages 19 FPS in the benchmark) but with using fraps and get an average frame rate number I get 35 fps on the same settings in normal to extreme game play moments. But I can see your point of using the benchmark. |
Thread: share ur ingame benchmarks, results topic15 Aug 2016, 02:53 AM
Although not one of my benchmarks per say, but gtx 1080 benchmark http://www.overclock3d.net/reviews/gpu_displays/nvidia_gtx1080_founders_edition_review/13 What should be noticed is that is average frame rate |
Thread: Firefly <315 Aug 2016, 02:50 AM
I'd disagree... Minimal tulip usage, pre-buff firefly so 10 second reload, combo with hammer for vehicle tracking (lasts 12 seconds so longer then the reload, and warspeed) In: COH2 Gameplay |
Thread: Firefly <313 Aug 2016, 11:02 AM
I loved the firefly before the buff to rate of fire, I never really used the old tulips, only on heavier Armour. I loved going hammer for warspeed (to get out of sticky situations) and vehicle tracking which lasts 12 seconds (good when combined with warspeed for backing up against panthers) I liked to go dual firefly's and croc (which can also have warspeed) With the recent buff to the rate of fire I'm loving it, I also love the tulip change allowing me to have the ability to give out a shot without a chance to take one. The power of the vet 3 firefly is nothing to mess with. Since it isn't allowing me to start the video at the correct time, so skip to 57:15 to see what dual Firefly's and a jackson can do to dual panthers (how fast both die) Personally I like to combo firefly's with a Churchill but with what you get with hammer (warspeed and tracking) making the firefly a hard to kill beast, especially with a Churchill (I like to go vanguard for the croc, stafe against dual OST and the capping ability on the croc to use on VPs, which has made me win many games before) Really your biggest threats are Jagtiger/Elephants and mass ranged paks. But 1+ Firefly best TD imo In: COH2 Gameplay |
Thread: Doctor Who9 Aug 2016, 02:44 AM
So, series ten is pushed back to 2017 because silly Olympics, it will be Moffat's last series as well as Capaldi's. Real shame since he was really starting the become a great doctor, but none of them so far have stayed longer than three series, so I suppose that's fair enough. I know this post is from 7 months ago, anyway not the point. But it's Capadi's last series? WHHYYYYYY But for Moffat I will need to do a series 1-9 catch up sometime before next year. In: Scrap Yard |
Thread: What does 'flame damage normalized' actually mean?20 Jul 2016, 06:36 AM
Not really the crocs main gun is a clone of the Cromwell however only doing 80 damage instead of the 160, yes it can be used for AT but it isn't effective at AT unless going against lower health units (scout-cars,luchs halftracks etc) but even then the rate of fire lets it down in for it's damage, especially when compared to a T70, valentine, puma etc. In: COH2 Balance |
Thread: So what can we/Relic do to fix USF Mortar spam?11 Jul 2016, 10:53 AM
Do what CE mod does, less range, less damage (can't even kill a full health model with a direct hit) but with high accuracy and high rof, this allows a mortar that has to play aggressive for an aggressive faction, perfect choice. Why a higher rof, more accuracy and less range? Simple just like the CE mod it makes it different from the pack howie, while in it's current state why choose the pack howie? It's more expensive and performance wise it doesn't match the mortar. Personally I feel the 60mm mortar was better against MGs and paks due to it's high rof and accuracy, causing a reposition more often, allowing those rifle pushes, yes the pack howie may or may not kill the crew outright, the high rof on the mortar (especially with vet) just forces a player to mirco more, and depending on the skill gap you play, can be very taxing on them. I say keep it since it changes the "rifle rifle rifle into LT/Captain" meta a little and helps deal with heavy garrison maps easier for USF without a commander pick (rifle company RE flamers) Plus we've seen the multi rifle meta for a while, plus this can be argued but this somewhat causes blobbing in some cases, (have your opening, tech and get a free effective combat unit) My issue with the USF mortar is.....The mortar halftrack why is it so useless (Well in my playtime with it) In: COH2 Balance |
Thread: Rifle smoke and mortar, pick one.28 Jun 2016, 06:54 AM
Personally I say keep the mortar but do what the competitive mod does, less range, less damage, but more accurate and higher rof compared to the other mortars. It wasn't a model killer (unless they were already low) and it was great to deal with MGs (due to it being a mortar) and the fact that the higher rof actually allows mortar smoke to work even more effective. In: COH2 Balance |
Thread: Cheat or abuse??26 Jun 2016, 03:03 AM
Nope it is neither, it was using combined arms (the ability that can be found in the pershing commander) In: Replays |
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