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: Opinion on the "new" USF mortar?12 Apr 2017, 01:18 AM
Still lacking In: COH2 Balance |
Thread: Opinion on the "new" USF mortar?11 Apr 2017, 20:54 PM
I've said my peace about the mortar, so I have to derail now. I don't see how you think the scott sucks because of a bug that doesn't even affect it's best strength. Honestly the scott is one of the shining stars of my army now. I get people doing all kinds of stupid risky crap to kill it (like overextending panthers and king tigers into m6 mines). One game I got over 80 kills with a single Scott that survived the entire game! I actually thought it was in danger of being nerfed. It does miss a lot, but keeping it behind an infantry wall is extremely effective. Once it hits it's pretty damned devastating. Sometimes on-par with the difficulty of dealing with a brumbar, but cheaper. The barrage is pretty crappy and I really only use it when I'm desperate. It misses small targets, so it's only really useful on OKW buildings or immobilized heavies. You can even increase it's accuracy by manually targeting squads in a specific manner. When shooting at moving squads the shots will miss usually, but they will land just behind the target. So, by manually targeting a blobber's point squad, the shot lands in the middle of the blob wrecking like 5 guys at a time! I get these things to vet 3 all the time in team games. 1v1 tends to have smarter players, so you may not get opportunities to splash shots in the middle of blobs, but it still will significantly help you win infantry engagments. Each shot is like bundle grenade. I would like to see the cooldown on the barrage released, though. The barrage sucks, but I would like to be able to use the smoke more often. Sometimes I use it to cover squads capping vp or covering teamates armor. In: COH2 Balance |
Thread: Opinion on the "new" USF mortar?10 Apr 2017, 09:45 AM
all artillery cannot be re-positioned In: COH2 Balance |
Thread: Opinion on the "new" USF mortar?10 Apr 2017, 09:22 AM
It sucks, mostly due to the range which is barely greater than an mg. Combined with the stupid long time support weapons take to pack up, it's mostly a waste. I refuse to build them and have ejected them from my strategy. I've found more success getting early grenades and stealing a grw. In: COH2 Balance |
Thread: Balancing dropable weapons 6 Apr 2017, 19:41 PM
That's a better explanation. I think it's going to be kind of hard to do this. It would likely have to be done unit by unit, instead of using a formula. That's one of the drawbacks of having accuracy associated with the actual weapon, instead of the wielder. This kind of change makes more sense in relation to how things are in the real world. You can give the same gun to two different people and one person might be shit with it and the other have amazing accuracy. In CoH, anyone picks up an lmg34 and they are instantly terminator. In: COH2 Gameplay |
Thread: Balancing dropable weapons 6 Apr 2017, 03:38 AM
This is such a confusing thread. Is the complaint about veterency bonuses or the actual weapon? The weapon does not get stronger when picked up by inferior squads. Relic did implement something to make some weapons WEAKER when picked up by inferior squads, but not STRONGER. With Veterency, dropped weapons get stronger in the hands of Axis, they get way more accuracy bonus. The pathfinders do have a unique bonus, but they aren't that common on the battlefield at vet3. In: COH2 Gameplay |
Thread: Balancing dropable weapons 5 Apr 2017, 17:00 PM
The issue is more complicated than RE. Please provide some numerical proof of this, it sounds like a lie. In: COH2 Gameplay |
Thread: Inconsistencies that should be fixed5 Apr 2017, 07:44 AM
Oh 3 thousand pounds, so it's like a fucking car. I could be in better shape and I can push a car on my own. So if I was in better shape and had the help of another guy in great shape and both of us had all kinds of adrenaline because we thought we were about to die, I think we could move that gun, just the two of us. I'm sure WM had some sort of standard practice of how many men should move it, I'd still like to know. In: COH2 Gameplay |
Thread: Inconsistencies that should be fixed5 Apr 2017, 07:31 AM
I don't know metric, but I had that converted to pounds and I got 3lbs. I know that this at gun had to weight more than 3 pounds, so your number is off. Tell us how many men would be needed to move a pak40. In: COH2 Gameplay |
Thread: OKW's early game over-dominance5 Apr 2017, 07:23 AM
I'm really not seeing rifles mowing down volks in the early game. It's likely later when the OKW player gets super sloppy and no longer bothers with cover that they get mowed down. I think a big problem in early games (team games that is) is the asymmetry of having to build smth or not. While Soviets and OST lose valuable second before they can go and capture important buildings that often decide the early game (unless you go double pios, which means less combat units), OKW, USF and UKF can just go without having to worry about building something. This usually results in certain buildings being taken by an infantry section or by sturms, which on maps like road to cutoff can be annoying as hell. That really shouldn't be a problem, considering the available tools. All of those factions, except UKF have no access to an early MG, so taking the building is just a little stall for grw. On the allied side, it's much more difficult. We now have the short range USF mortar and UKF has nothing until flame upgrade on a UC. If anyone is more well equipped to deal with the situation of not getting their favorite building on the map, it's Ost. In: COH2 Balance |
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Latest replays uploaded by Vaz
Livestreams
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