Profile of scratchedpaintjob
General Information
Register Time: 14 Apr 2013, 14:24 PM
Steam: 76561198035360940
Nationality: Germany
Timezone: Europe/Berlin
Game Name: scratchedpaintjob
Register Time: 14 Apr 2013, 14:24 PM
Steam: 76561198035360940
Nationality: Germany
Timezone: Europe/Berlin
Game Name: scratchedpaintjob
Signature
“Ha! They're scratching your paint job, Helmut!”
Post History of scratchedpaintjob
Thread: Schildkroteberg...1st German Solo Challenge13 Jul 2013, 15:39 PM
krebs made a video, how to do it. leave a maxim of the second or so wave in your base alive, and then tech and build defenses. pretty lame, but works In: Campaign & Co-op |
Thread: Red Army t70 Strategie13 Jul 2013, 15:35 PM
this is suicide against even a half decent player. 4 t70s mean, that the enemy has enough fuel and time to build multiple pz4sor shrecksquads, therefore you WILL lose! |
Thread: Guide on Impact of Bulletins13 Jul 2013, 15:33 PM
WRONG! 100 guys can withstand 500 shots without, and 600 with health buff, because 1 guy can withstand 5 without health and 6 with! this is 25%! your fault is, that the damage of a shot DOESNT do damage to a squad, BUT TO A SINGLE GUY!! So if a guy has 2 hp left after 4 shots, the next shot will kill him, BUT THE REST OF THE 16 DAMAGE so 14, will NOT kill/hurt another guy. THIS is, what makes these bulletins so strong. and dont talk about penetration. just get your formula like accuracy*penetration/armor=actual accuracy In: COH2 Gameplay |
Thread: Guide on Impact of Bulletins13 Jul 2013, 14:18 PM
combat muffin, would it be okay for you, that i take this as a part of the guide? because its perfectly written. i might take out "distance", because distance is not anymore important in a conscript vs gren fight looking at their accuracy, and "critical hits", because im not sure wether they exist. i will ask one of the devs about this though! In: COH2 Gameplay |
Thread: Guide on Impact of Bulletins13 Jul 2013, 14:14 PM
im actually not speakign about hits, but penetrating hits. to make this clear, i shloud write phits, which stands for penetrating hits. and the mathmatics is correct, because not all hits do damage, just the penetrating. so your example is not correct, because a hit does either 0 or 16 damage, so you can see the penetration of conscripts as a 0.66 multiplier to their accuracy rather than their damage per hit! 10 munitions is a so small amount, that you will experience NO difference, except if you are trying to counter IS2s with fausts or stuff like that In: COH2 Gameplay |
Thread: Guide on Impact of Bulletins13 Jul 2013, 13:33 PM
these 3% or 5% or whatever cheaper fausts and htupgrades give you like 1 for faust and 5 for htupgrade muni less to spend. i a typical game you get one HT upgraded and 5 fausts, which means 10 muntitions more. seriously, this is nothing. compare that to a bulletin giving you 20% more effective health, which helps you winnig the first fight! In: COH2 Gameplay |
Thread: T-34/76 feels plain pathetic 13 Jul 2013, 10:34 AM
the 34 needs a better penetration, no question about that. if the t70 was nerfed, which is needed, i think, that the t34 should be a better choice. i feel, that the biggest problem of russian t3 is the AT, i would personally take the t76 to t3 and make it an upgrade, you have to buy, before buying itself. oh, and buff the t76 AT kapabilites while removing the barrage. It would be like a PEmarder. This way, T4 would be dedicated AT. Oh, and nerf the su85, its just too strong right now, too costeffetive! barton had some nice ideas on sowjets: http://www.coh2.org/topic/3672/remodeling-soviet-army In: COH2 Balance |
Thread: Guide on Impact of Bulletins12 Jul 2013, 21:42 PM
yeah, this is of course not click 2 win, but i helps and is a part of early game. you still need skills and micro and good positioning, but if both sides have it, this might be a big factor, and even if you have been caught offguard, this prevents losses. @crawler yeah, cover reduces accuracy, which means, that my calculations still work, but they will need more shots to get actual hits! never wanted to say, that cover doenst change anything! of course criticals exist... criticals belong to the entity though. a grenadier squad cannot suffer a destroyed engine or destroyed main gun, while a tiger tank cannot suffer the critical "soldier_flamethrower_explode". where can i look that up? would be very ineteresting to see, but i honestly think, that crits are not crits, but many bullits actually hitting by luck. @the_riddler my opinion is same as tychos, i will later edit the guide and wright it under: useless stuff Edit: forgot something In: COH2 Gameplay |
Thread: Guide on Impact of Bulletins12 Jul 2013, 16:50 PM
thnx guys @crawler changed it to hits. are criticals really existing? because in weapon-stats, there is nothing baout criticals, and the damage is consistent. @qvazar light cover, mud and ice do not affect the damage, and green cover halfes it, so these things are still true. of course, you need other things than bulletins, but still, their effect seems quite underestimated! In: COH2 Gameplay |
Thread: Guide on Impact of Bulletins12 Jul 2013, 14:20 PM
Guide on bulletins for infantry, mortars and hmgs Introduction We have to remember, that there are dozens of variables interacting with each other to consumate a battle. Positioning, cover, movement, support, LOS, etc. These should always be taken into account in a laboratory setting: that is, ideal conditions. Skill is always the largest determining factor in a firefight, since it reduces the luck factor. Nonetheless Bulletins seem to make a notable difference, especially in early game, as you will learn in this guide! All numbers from: http://coh-moderncombat.com/CoH2Stats/ First of all, there are many Bulletins i wouldn't use at all:
In: COH2 Gameplay |
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Latest replays uploaded by scratchedpaintjob
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