Profile of pigsoup
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Playercard of Bo-Bobby Lion | ||||||||||||||||
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Post History of pigsoup
Thread: Some balance suggestions26 Jan 2015, 09:15 AM
anything for getting rid of vet 4 and 5 In: COH2 Balance |
Thread: Suggested buff for MG-4224 Jan 2015, 13:53 PM
also disabling grenades and other throwables when suppressed would help a lot too In: COH2 Balance |
Thread: OKW Trucks still broken24 Jan 2015, 06:49 AM
i don't get why sws come out so fast anyway. you can use it with impunity for 1-2 min pushing units and crushing buildings and some stupid fences in front of bases in some maps. its on the same level as ghost wires/sandbags/tank trap etc etc. In: Replays |
Thread: Close Air Support Doctrine24 Jan 2015, 00:17 AM
well i've tested on staionary t34/76 and is2. it insta gibbed t34 pretty nicely. and sometimes, would bring is2 to 10-20% health (never insta gib is2 though). maybe you could tell me how you tested different than me? i just spawned t34 or is2 and strafed them from all directions like 15 times each. In: COH2 Balance |
Thread: Close Air Support Doctrine23 Jan 2015, 23:43 PM
I actually like the way this doc functions. I agree that the delay is long, but the strength of the plane lies in the user not in the game. The AT strafe is still useful against buildings and arty. Use it on crippled tanks to quickly finish them off. Just don't use it on tanks without engine damage. 160 munitions (strafe + mine) to kill an enemy tank is definitely cost effective. this. the doc comes with single pass insta pin, insta gib medium tanks (if you are lucky, even t34/85) and insta gib arty... i don't know what you want more from clicking 1-2 button... p.s. single pass, not counter-able by traditional AA vehicles. if flare in this commander is problem, all flared abilities are apparently too easy to dodge 'cept IR pathfinder's. In: COH2 Balance |
Thread: Stop Skillplanes Kamikaze23 Jan 2015, 03:52 AM
agree with OP In: COH2 Gameplay |
Thread: 8p Regimental HQ22 Jan 2015, 10:07 AM
the map looks very raw. many parts of the ground looks bland and one tone. your roads look like a single spline or two. you should look at some of monolithic bacon's maps his steam workshop page (or relic's official maps) and see how his roads, road sides, tiles, cliffs, etc etc differ from your map. preferably in worldbuilder using sga extractor. and i personally i do not like that sometimes i can have a screen full of just impassable trees or lake. but the map is enormous so... it is just my personal nitpick. that said, i think this map has unique flavour(haven't seen anything like it thematic wise especially) and that playing on this map would create a very interesting battles. In: Map Sharing |
Thread: 8p Regimental HQ22 Jan 2015, 09:38 AM
trying now. In: Map Sharing |
Thread: What Maps Would You Add?22 Jan 2015, 01:30 AM
In: Lobby |
Thread: Red Ball Express: Redux21 Jan 2015, 15:30 PM
i think the heights of trees in the forest area are just too high. the forest to me feels so tight but i know that it has a lot of room to maneuver. with default camera angle, the impassable tree groups feel too imposing. In: News |
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Latest replays uploaded by pigsoup
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