
Profile of LoopDloop
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Post History of LoopDloop
Thread: AEC26 Apr 2017, 02:22 AM
First off, I do love this thing, and I build it almost every game. What with the nerfs to the AI performance (which were definitely warranted for a light vehicle with such high AT penetration and damage), the AEC is now supposed to be a "British Puma". However, it doesn't have the range of the puma, misses a good 50% of its shots on the move (more when there is an object, such as a tree stump or dust mite, in the way) and it has awful acceleration. Since it's now supposed to flank tanks to take them down, shouldn't at least one or both of these issues be fixed so it can perform in its intended role? I love both the AEC and the Puma, and they are supposed to do the same job different ways, but the Puma is just better at its job since it has no problems like this, and is way cheaper, even if it is a little less accessible to a degree (can we agree to just count the sidetech cost for the AEC? It adds a ton of build time and effectively makes the unit 380/75, as you won't be spamming them at all). Thoughts on this? In: COH2 Balance |
Thread: OKW vs USF (how do I beat the ridiculous USF?)26 Apr 2017, 02:11 AM
Volks in garrisons also destroy rifles until the smoke spam starts coming. Kubels bleed the shit out of infantry for 0 bleed of their own. In: Strategy Desk |
Thread: Countering Snipers with WFA26 Apr 2017, 02:07 AM
There are 3 main posibilities: Lol brit sniper can snare light vehicles (with the vet1 ability) as long as it doesn't get obliterated while trying to do so. It still gets absolutely destroyed by kubels though. In: Strategy Desk |
Thread: Infiltration units needs a change26 Apr 2017, 02:03 AM
Oh yeah. They're basically more expensive pgrens that also cost 100 muni and get camo in cover (not to be underestimated). Too much overlap with pgrens and not enough advantages to be a unit worth building IMO. In: COH2 Balance |
Thread: Commando smoke grenades24 Apr 2017, 03:05 AM
just to add i still find the commandoes in general are working as intended. i just find that they have an ability that as it stands i will never use =( Yeah but I think that all abilities should have some sort of usefulness, as most of them already do, especially if they're taking up a veterancy bonus (as opposed to, say RA or acc buffs that a lot of wfa units get with vet1). Hopefully there's some community patch where the modders get to crusade against all the useless abilities in the game In: UKF Strategies |
Thread: Viable USF non-meta Docs24 Apr 2017, 03:02 AM
My go-to strategy is actually used with airborne. I start with 3 rifles, ambulance, then tech to captain and call in paths (in whatever order I feel neccessary), then call in hmg and crew with paths (for the increased sight) and get a stu and sidetechs (in whatever order) and from there I go major and spam jacksons. I usually end up getting a squad of airborne in there somewhere as well, especialy if I lose a squad. Its super manpower heavy, but in 1v1s you'll have so much infantry that the enemy wil feel smothered all over the map, and in team games you'll be able to outfight the enemy pretty much every engagement as long as you don't blob. If you aren't careful though, you'll bleed like hell and sometimes I get a pack howie or something instead of one squad or another. |
Thread: OKW's early game over-dominance23 Apr 2017, 18:12 PM
Lol vet5 volks run over the new penals at any range. In: COH2 Balance |
Thread: Brummbar23 Apr 2017, 18:10 PM
I would say it´s balanced as it is. It is perfect for lockign down VPs. No infantry squad is going to be able to cap versus its AI power. The downside is that it arrives at a point where your major concern usually is Cromwells, Comets, Lend lease Shermans etc. Thus it requires a Pak wall and/or tank support to be really viable. And if you are getting to the point that you can invest 150 fuel into a pure AI vehicle - without lacking in the AT department - usually means you have outplayed the opponent anyway. Lol this was never even a balance thread voltardark just brought it up out of nowhere. In: COH2 Gameplay |
Thread: Wehr is screwed this patch23 Apr 2017, 16:30 PM
That's what I was thinking. There have always been way more okw players than ost though. In: COH2 Balance |
Thread: Changing Infiltration Units22 Apr 2017, 21:41 PM
Price for Infiltration units *to call in infiltration units. Apparently their actual cost is less, but they are bumped up because they spawn out of buildings. The 4-man infiltration commandos are 440, but a normal 5-man commando squad is actually valued at 350 manpower (as seen through the vanguard ops regiment's glider). So the prices are jacked up to "compensate" for them spawning out of buildings. In: COH2 Balance |
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