Profile of Vaz
General Information
Last Visit Time: 13 Sep 2023, 01:41 AM
Xfire: Elitevaz
Steam: 76561197983031652
Residence: United States
Nationality: United States
Timezone: America/New_York
Game Name: Vaz
Last Visit Time: 13 Sep 2023, 01:41 AM
Xfire: Elitevaz
Steam: 76561197983031652
Residence: United States
Nationality: United States
Timezone: America/New_York
Game Name: Vaz
Signature
29 Jul 2014, 12:16 PM by siuking666:
T34/76 is NOT a joke on my hands; Maybe on your hands you make it suck shit? but on me, No. I can kill a stug with a little micro, go toe to toe with a Panzer 4. Is it a joke? LOL T34/85 is apparently a very good tank. But no one says it "one hit wipe" or elefant penetration; up to a point i think this little medium tank just have too much health and too much firepower with that fuel cost.
Post History of Vaz
Thread: Relief for USF teching problems10 Sep 2021, 11:42 AM
aaht suppression is what volley fire should be. It just suppresses 1 squad. If there is any aoe suppression, it must be really low. In: COH2 Gameplay |
Thread: Sexton bug - Creeping Barrage10 Sep 2021, 08:04 AM
I think the sexton difference is unintentional In: COH2 Bugs |
Thread: Relief for USF teching problems10 Sep 2021, 05:57 AM
aaht does poorly for blob control, but it definitely is useful in team games. It works much better if you have some squads around to help out. You have to do a bunch of stupid micro no one else(okw) has to do with similar platforms. So even firing on a blob, it's only gonna suppress 1 squad at a time and you'll have to keep moving it, because the squads not getting suppressed will advance on the vehicle and take it out if you don't. So use a rifle squad to maintain the suppression on the suppressed squad and manually switch target with aaht to a new squad. Repeat until you run out of support, they die, or they retreat. In contrast with the flakht, park(only downside) it where you don't want infantry to be, when blob approaches watch them all hit the dirt, run them over with your better blob. In: COH2 Gameplay |
Thread: Sexton bug - Creeping Barrage10 Sep 2021, 05:50 AM
You're out your mind if you think the creeping barrage sucks. You get a discount on reload time, you have a significantly more predictable bombardment area, you can reach out of max range, and you increase the total ordinance delivered per cooldown period. The creeping barrage is one of the last few effective tools of the USF. I'm waiting for it to get nerfed into the ground again(I think it was nerfed before and then undone). In: COH2 Bugs |
Thread: Relief for USF teching problems10 Sep 2021, 03:38 AM
vipper is using the exception as the rule. The fact is, if you compare the total amount of stuarts that have reached vet3 and compare it to the the total that have reached vet1 and even more so, the total number of stuarts ever produced, you will find that the tool most people are using is the vet0 stuart. So trying to say it's a good scout vehicle because once you get it to vet3 just isn't good. Most stuarts are not reaching vet3 and the amount that do are a small fraction. We can't have a balance discussion over something that is 10% at best(I'm sure it's closer to 1%). Do any of those 50 vision vet0 vehicles get vision upgrades with vet? In: COH2 Gameplay |
Thread: USF and MP bleed9 Sep 2021, 08:35 AM
The stuart is overpriced. It does well against most light vehicles, but against infantry it's pretty bad. In: COH2 Balance |
Thread: Just back and didn't realized M3A1 is a heavy armor?8 Sep 2021, 05:31 AM
There's a bug where sometimes small arms will target the squad inside (and deal damage to it) rather than the vehicle itself. And in regards to mines, the M3A1 was indeed rebalanced to barely survive a mine while becoming more vulnerable to small arms (when they target properly) instead, which made things fairer for both parties involved. How is the small arms bypassing the vehicle? Normally what I see is that the vessel will also take damage, is it because of the angle? In: COH2 Balance |
Thread: USF and MP bleed6 Sep 2021, 02:18 AM
I'm pretty sure the sherman was nerfed as well, likely due to the HE rounds wtfpwning squads In: COH2 Balance |
Thread: Gren Rifle nade is to powerful.5 Sep 2021, 19:02 PM
that's not entirely true, the brumbar was changed to 2 shot squads In: COH2 Balance |
Thread: USF and MP bleed5 Sep 2021, 18:58 PM
Actually, the aaht was the focus of multiple nerfs if memory serves. Consecutive too. 1v1 players felt that when they played usf it was too easy for them to lock out their opponents. It was quite the offensive beast when it came out. The machine guns actually shot bullets instead of nerf darts. The main cannon actually hit infantry and would mess them up. I think the suppression applied like the mg42 as well, it had this large area of effect that could stop large blobs pretty quick. In: COH2 Balance |
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Latest replays uploaded by Vaz
Livestreams
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