
Profile of spam.r33k
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Thread: OKW Reinforced Steel Barricade12 Nov 2014, 08:26 AM
its funny how even sturmpios cant get rid of their own wire even with upgraded tools. many a squad of mine found himself trapped by his own doing until a püppchen arrived to save them In: COH2 Gameplay |
Thread: JU-87 Strafe shredding tanks.12 Nov 2014, 08:16 AM
Well, I just had this used on me and man is it cheap! My Jackson took 1 hit from KT and then the stuka instantly destroyed it, while the Jackson was on the reverse. The p47 is more expensive, dodgeable, and delivers the damage slower over time. This ability needs an adjustment. I'm not against it doing it's job, but this level of accuracy and damage is beyond the p47. If we are ok with this, that's fine, but the p47 needs to meet or exceed this accuracy and damage, considering higher costs. When I launch a p47 attack, I expect some damage will be done, but mostly I want to cause confusion and drown out the other players sounds. That I seem to be able to count on. If I could count on every rocket landing on the armor target, things would be so much easier. The rockets will miss even stationary targets. So, there is a large performance divide between these attacks now. Here is the replay of me getting wtfpwned and ironically a mega fail p47 strike that barely did anything in a a battle between 2 jacksons and 2 panzerIV (hint: Jacksons lost so after getting shot at by the heaviest tank the axis got in coh2 you suspect it to survive an attack with a 200 munitions ability? in my humble opinion an ability that wasnt able to kill a jackson that was shot by an KT is not worth bothering with at all (at a cost of 200 ammo that is) i havent seen it being used that often though In: COH2 Balance |
Thread: Kappatch - A minor rebalance mod7 Nov 2014, 14:35 PM
too bad. i would have really liked it, if abandon was tied to heavy engine crit. so you cant steal a vehicle and just drive to your base with it at full speed In: Lobby |
Thread: Panzergrenadiers with schrecks and general stuff3 Nov 2014, 03:17 AM
small weapons as the pintle mg indeed suffer from -recieved accuracy modifiers, but again the role it plays when it comes to the weapons of most tanks its rather insignificant: this for example: Accuracy far: 0.025 Accuracy near: 0.05 is the accuracy of the sherman with HE shells. at best it has a 5% chance to hit a model (close range and not moving). so even a high rec acc mod wont do that much to that number. scatter is what decides how far off your shot is when it misses. it might miss the model and land in the middle of the squad and still wipe it. even though it actually missed In: COH2 Balance |
Thread: Panzergrenadiers with schrecks and general stuff2 Nov 2014, 23:33 PM
ehm. i guess im bursting your bubble here, when i tell you that recieved accuracy doesnt do much vs tanks with explosive weapons. they rarely hit models anyways. they basically always miss, but scatter (preferably low) and aoe make them kill things inspite of that In: COH2 Balance |
Thread: Time to buff the German sniper?2 Nov 2014, 20:27 PM
![]() In: COH2 Balance |
Thread: Time to buff the German sniper?2 Nov 2014, 17:40 PM
retreating through cons... maybe you should try to not get flanked, then. retreat isnt suppossed to be an out-of-jail card sniper is a beast btw In: COH2 Balance |
Thread: Kappatch - A minor rebalance mod2 Nov 2014, 17:33 PM
imo it is quite short-sighted to give the usf engine-crit mines. paired with the ability to repair any vehicle anywhere on the map at any given time, this makes it close to impossible to chase down damaged usf vehicles. i would like the usf to have some sort of AP mines, yes, but this is too much i guess. jacksons will dominate any armor, because no tank will be able to chase them down or flank them unfortunately is was only able to play 3 games so far and my friend isnt the best usf player, but i can imagine, that in the hands of a very capable player, this change will be the most rage inducing. time will tell In: Lobby |
Thread: Rate the balance of the game after the latest patch (1-10)2 Nov 2014, 17:13 PM
its tough to rate this... like someone else said: if you take the 3-4 commanders per faction that actually work, youll have a "pretty" balanced game... in 1v1 that is. but if you play anything else than those established doctrines... may god have mercy on the souls of your soldiers so i would rate 8/10 for 1v1 with said commanders... but if you consider all the modes (which i hear are overall pretty messed up) and all the commanders its a 4/10 hence i rated it 6/10 In: COH2 Balance |
Thread: Russian Double Sniper + Guards2 Nov 2014, 14:33 PM
and he doesnt even keep the Vet ![]() In: COH2 Balance |
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