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: USF players ragequiting in team games21 Aug 2021, 10:04 AM
actually on the topic, yes I have noticed it. Although I do think allies in general are very low moral. People playing as axis are far more likely to try and regain the upper hand. Even after devastating losses. As discussed in the other topic about the mp bleed of USF, I think it's related to efficiency. Nearly all of the USF units have been nerfed over the years to reduce the ability of a USF player to hit axis players hard. Very little has been done in reverse(much less 1 hit kills now from brumbar yay). USF requires strong micro and awareness to be successful. You cannot lean on having many advantages over others. In: COH2 Gameplay |
Thread: Favourite CoH Rage moments19 Aug 2021, 00:09 AM
lose a small engagement when I quickly try to retreat a dying squad, but they die before I click, so the full health squad is instantly selected and takes the retreat command instead. In: COH2 Gameplay |
Thread: The state of Sturmtiger17 Aug 2021, 23:33 PM
axis vs avre and allies vs sturmtiger are two very very different battles. Axis has a wealth of hard hitting anti tank options that make it much more difficult to succeed with the avre. The way I see people use the st is much more liberal/couragous/brave/stupid whatever you want to use. people don't feel very threatened. Both units could go with some nerfs. Doing something to their main gun seems stupid, because then what is the thing even there for in the first place? Make them slower. Rotate slower, fire/cooldown slower, slower max speed. That way you can use it on defense buildings, but you can't use it singlehandedly win every battle for you. If opponents want to skill blob against it, then they will lose their army, regardless of faction. The range on the st has to go though, it's extremely op In: COH2 Balance |
Thread: how to maxim ?!?!????!?!?!?!?!?!?! (3v3)15 Aug 2021, 23:01 PM
I know the penetration value is higher on the allied guns. They will go through light tanks, while rainbow rounds won't. The issue is that the mg42 is firing different ammo, designed for AP apparently, at the same rate it fires the baby bullets. It just seems outside of the design I typically see in every gun. The more armor piercing your bullets can do, the slower the gun fires. This is standard stuff for any game, likely real life too. In: COH2 Gameplay |
Thread: how to maxim ?!?!????!?!?!?!?!?!?! (3v3)14 Aug 2021, 19:05 PM
The dshka is an anti aircraft gun isn't it? The penetration on that thing should be sky high. It makes no sense to me why the best armor piercing machine gun in the game is the mg42 vet1. Why in the world....Shooting incendiary rounds(I call them rainbow rounds) causes higher armor penetration? Penetrates armor better than dshka and .50 which are slower firing with bigger bullets. Isn't that supposed to be the tradeoff? Bigger bullets hit harder but you have to fire the slower because they heat up the barrel faster. In: COH2 Gameplay |
Thread: Gren Rifle nade is to powerful.14 Aug 2021, 19:00 PM
If I fail to dodge a nade, I'm mad, but I know it's my fault. That said, there are 2 nades I get caught by routinely:
I have a lot of issues with rifle nade. It's been that way since the game launched, they've always felt kind of cheap. People called the rifle nade a nuke, but I see more wipes (me or opponent as axis) from rifle nades. Especially when it comes to eliminating team weapons, no chance. You can usually pop off the nade from within an mg arc before getting suppressed. You might need a little distraction, but it's much easier than trying to do this as allies. On top of that, you get great long range accuracy, so you don't have to get close to start popping heads of the weapon crews. However, I'm aware that I'm in the minority though. It's been that way for years. Most people here think it's great as is, so it is what it is. In: COH2 Balance |
Thread: USF and MP bleed12 Aug 2021, 18:12 PM
bleed has a few components and they are both objective and subjective Objective components: 1. Efficiency 2. Reinforce cost Subjective components: 1. Player skill 2. RNG In: COH2 Balance |
Thread: USF and MP bleed12 Aug 2021, 17:06 PM
I also want to add that 37mp for obers is an absolute steal, they are worth twice that in combat. In: COH2 Balance |
Thread: USF and MP bleed12 Aug 2021, 17:05 PM
I would actually agree on your bleeding comment. I never really feel like it's too much bleed as USF, it's just that I have such a hard time making the other guy bleed at a certain point in the game, so he's able to keep his army value extremely high, where I am stuck at mp levels less than 1 rm (280mp). All of my MP goes towards reinforcing in this losing battle, while the opponent can push out additional units if not pop capped. Remember, this is not talking about everyone who plays okw, but someone who is roughly at the same level you are, an even match. In: COH2 Balance |
Thread: how to maxim ?!?!????!?!?!?!?!?!?! (3v3)11 Aug 2021, 09:57 AM
I'm not a hundred percent sure on this, but if my understanding is right, I think I can explain this and the reason why the allied machine guns are great on paper and trash in game. It comes down to 2 factors that are present on your target. Yes, the issue isn't the gun, it's the target. There are 2 default aspects of axis troops that make them difficult targets. Small squad size reduces the multiplier for suppression and small squad size reduces the area that suppression is effective on. This gives an axis blob more time to spread out if they are playing like shit. If I'm not mistaken, the way the suppression is applied depends on the number of models in the target area, the target area also swells based on the area occupied by the target under the suppression effect. What this means is the more models you have being fired on within a given area the faster they get suppressed and the greater the area that nearby models get suppression added to their own counters, even though they aren't the direct target. tldr: allies have to spread out more than axis and have less time to do it if caught. On top of ALL that, axis troops have high dps in that small squad size, so the consequence of a single squad escaping the suppression is greater as allies. It literally doesn't matter which machine gun you use, this will always be true. This is why you will notice that if you capture an mg42, it will still get dropped as easily as a maxim. Unless your opponent is trash and insists on a single blob charging directly into the mg42 while you have 50 vision. They will lose. I think this is why the maxim and the .50 had low pack up times, you are expected to have to frequently switch targets manually, unlike the set it and forget it nature of an axis held mg42. Any machine gun in axis hands inherently has an advantage due to allied large squad sizes spreading the suppression effect over a wide area. You are expected to micro, a lot. In: COH2 Gameplay |
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Latest replays uploaded by Vaz
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