It's funny watching some tanks blitz down roads
when speed > maximum speed
rng engine overheat .2
scale up based on target size
There is a danger of pushing that much weight to those speeds. They did something similar with t34.
They could do the same thing as t34, after blitz engine overheats and tank is stuck for a bit (still allowed to fire though).
engine damage should be disabling it though, I'm not sure if it's allowed, but I think I saw someone blitz an engine damaged tiger away from me recently.
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Last Visit Time: 13 Sep 2023, 01:41 AM
Xfire: Elitevaz
Steam: 76561197983031652
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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
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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: Do Tigers really need Blitzkrieg?19 Aug 2014, 13:23 PM
In: COH2 Balance |
Thread: Suggestion to blance 3v3 abd 4v419 Aug 2014, 13:11 PM
sorry, but I'm not a fan of putting an unfair disadvantage on a player like this. If relic thinks some units should cost more, they should just raise the price, but I don't like idea of reduced resource income on OKW players. While some units may be worth the 33% drain (like KT), others are unfair (like puma). What could be done is scaling resource income down for ALL players, creating more of a MP war than a fuel war. This would increase the value of destroying heavy vehicles and the time to field another heavy vehicle. Light and medium armor will have their effective windows broadened as well. Something like .9, .8, & .7 received fuel & munitions (I don't think muni is that bad though, could stay at 1 and still be fun), depending on 2v2, 3v3, & 4v4 respectively. In: COH2 Gameplay |
Thread: Incoming received accuracy for OKW units19 Aug 2014, 13:01 PM
I feel like received accuracy is the stronger one here, since a smart player can use cover to boost that bonus even more. I haven't run the numbers to see which gives more, but getting obers in particular out of cover with small arms is really hard. Is the received accuracy being applied correctly to falls? I seem to be killing them pretty easy with conscripts. Not that I feel OKW needs any tougher infantry, but some of these fall squads are dying so fast it doesn't feel right to make them cost 400mp (I don't know if that's right, I haven't checked but I've read people say it is). I think there are some interesting ways that armor can be put in the game without it being OP. Such as being able to tone down some weapons (like LMGS) towards unarmored units (because it's a little stupid right now), and instead provide value in penetration. In: COH2 Balance |
Thread: How long we have to face ISU witch one shoot everyhting?18 Aug 2014, 20:32 PM
wow really didn't expect the axis circle jerk club to jump me all at once that quick and the moderators be ok with it. I'm sorry the lot of you want to hide your place in the ladder while making poor attempts to critize me. I'm not going to hide my playercard as suggested. It's counterproductive to me to really be biased towards either faction. Not only do I play both and all 4 sometime in the future, I need a challenge which is why I have fewer axis games. You can see my axis win ratio is sky high. It was pretty boring rolling over Soviets. Bulgakov might be right, I may not have faced an ISU, if that's the case it's because my opponents either beat me before the cp's or they could never afford it. TBH I think I have seen a few, but they didn't change a winning game into a losing game. They just made a losing game lose faster. Thank you to Greeb for the sanity I suppose I'm going to have to live with a discussion void this forum is going to seal off for me. gamereplays was dead and I moved to the official forums, that place was a cesspool and I guess I just hopped into the next cesspool. Evidenced by the lack of posts from the best players. I see them pop in for a single comment here and there, but none follow and engage these topics. I wouldn't be surprised to find they have a hidden forum on here. I hope Relic ignores this entire balance forum. In: COH2 Balance |
Thread: How long we have to face ISU witch one shoot everyhting?18 Aug 2014, 14:27 PM
I must not be facing any of you in my games. ISU is strong, but not how some here are making it out to be. Especially for OKW. King tiger and especially Jagdtiger are HARD counters to ISU. Don't tell me about the support, that's your job as a player, this isn't a movie that you just sit back and watch. Try outsmarting someone instead of attack move. I've heard those OKW panzerIV's are crap, but I really haven't seen much of them used. For Ostheer, it's very counterable. I have never had a game I played as Ostheer and lost it due to ISU. The games I lost, it was usually downhill from the start. EVERY anti tank solution the ostheer has is viable. You can hide a tellar mine in a smart place to help if you need. Pak is 1 shotted by ISU, but Pak should not be sent alone to fight ISU. The same dumb thing happens with ZiS against tigers. Tiger hits and at least 2 crew dead, pintle takes care of the rest. Often tigers will also destroy ZiS, where ISU doesn't destroy pak. You can destroy ISU with pgren shreks, so long as you don't front assault it in a blob. If you actually flank, 2 shrek squads will assure destruction. It's 240 damage per volley per squad, same damage the ISU does. PanzerIV is very viable as is Stug, both can penetrate and PIV can out maneuver ISU easy. Everything non-t4 Ost is better used in multiples and coordinated. This is no different from Tigers and Panthers. I can't take 1 t34/85 and expect to attack move on a tiger and win. Honestly, panthers are a hard counter. Not 2, but just 1. The range, armor, maneuverability, rate of fire. The ISU is not better than the panther in armor battles. If you can flank it, you have a pretty good chance of not even getting hit. Support? Both players should have support. For being such a huge, slow, hulk, the ISU is amazingly easy to penetrate with Axis anti-tank weapons. On the other side, Axis armor is not so easy and blocks a lot of shots. I don't even know why there are comparisons of ZiS vs Jt. How a Zis got in range of Jt? Someone is having micro errors. There needs to be more replays uploaded or videos or some sort of proof for these odd claims of ISU deleting whole armies and players being powerless to stop it. I think a lot of players here are consistently failing throughout the game and ISU is just the final nail in the coffin for some of you, so it becomes your justification. In: COH2 Balance |
Thread: Too much RNG15 Aug 2014, 16:50 PM
I don't get 5% bug. I get rounds that don't penetrate. In: COH2 Gameplay |
Thread: Soviet FHQ should be build only on OWNED territories15 Aug 2014, 14:51 PM
Well, it doesn't fit into the meta right now. Trying to hold positions like this with OKW in the game are just not valid. Their damage output at long ranges is too much. Combined with fast stuka to break the building, it just isn't worth it. Since no one is interested in losing massive amounts of cons anymore, there is no value in the fhq right now. In: COH2 Balance |
Thread: Too much RNG15 Aug 2014, 13:43 PM
So any game with dice is not fair to you. Like Monopoly and other board games. That's a tough existence, to me. I'm ok as long as I have the same chance as my opponent. Life is pretty much a big rng. Any one of us could be forced to being mixed up in any one of the world conflicts/tragedies happening lately. In: COH2 Gameplay |
Thread: RELIC LOOKING FOR MAP FEEDBACK!15 Aug 2014, 13:26 PM
Rostov needs balancing. One side has to go over bridges. The other has large amount of land. It's not fair. The larger maps need to have a more coherent feeling in some of them. City17 is a great example. Spawning 2 groups far from each other typically devolves the game into two 2v2's or worse in 6 player there ends up being two 2v1's. Make the player bases closer to each other so everyone is complementing each other and encouraged to work together. Some maps should have the base buildings moved further into the map to reduce time spent traveling to action. Make cut-off more possible and rewarding in the larger maps. In: COH2 Gameplay |
Thread: Too much RNG15 Aug 2014, 13:09 PM
To me this thread is worded wrong. There is not too much rng. There is wrong rng. Rng is a very good thing when applied correctly. This game runs on it. I don't think a lot of us would be here from 2005 if there was no rng. It's just badly implemented in some things. In: COH2 Gameplay |
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