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: The American BAR28 Mar 2017, 09:26 AM
Never had a problem controlling bar blobs. Axis has plenty of tools for that. MG's work good. Mines. Straight up infantry. Ostwind. Brumbar absolutely wrecks. lucks. Plenty of options. This seems like a troll thread, not very objective at all. In: COH2 Balance |
Thread: Matchmaking - constantly against higher lvl opponent. Why?18 Mar 2017, 23:50 PM
The ideal situation is to play against people of higher rank. You will not climb the ladder otherwise. The player at #1 should not even play, as there is nothing to gain. In: COH2 Gameplay |
Thread: [OKW] unreachable veterancy, veterancy in general26 Feb 2017, 04:20 AM
Is the vet requirements vastly different? OKW is pretty unforgiving to play against, so if the OKW player is doing well, then there isn't like a resurgence or anything, it's just end of game. Allied weapons typically have to expose axis to 2 or 3 times the firepower axis has to expos allies to, specifically in armor battles. This severely limits how much xp you can gain from fighting allied opponents. It does the opposite for allies, so you should expect to see more veterency on allied units. In: COH2 Balance |
Thread: Raketen camo needs to be changed26 Feb 2017, 00:13 AM
its cheesy and abusive, the 1v1 trolls wont care about it, but in team games it can be really cancerous Oh this might be what it is. I'll be on the lookout for that. I didn't realize that vet1 removed the slow speed. Well, I guess Relic must have thought long and hard about this and felt this is how they want it to be used. I doubt it affects 1v1 that much, but it's pretty cheap in team games. In: COH2 Balance |
Thread: Have Relic abandoned the game?25 Feb 2017, 08:15 AM
I hope they are planning a new game. I don't think this game is going to make a ton of money, so having a 6 year cycle doesn't seem like a sustainable thing to me. In: Lobby |
Thread: Command Panther teamgame balance25 Feb 2017, 08:12 AM
So would this extend the range of artillery pieces too? Elefant and JagTiger would be pretty broken under this too. Even if it's hard to get, it shouldn't make the whole players team untouchable in armor battles. That screws up the game, in my opinion. In: COH2 Balance |
Thread: Raketen camo needs to be changed25 Feb 2017, 07:53 AM
Well I want to say a few things, I figured some of you would try to derail this thread, but I didn't think it would be pretty much everyone. First - the raketen is not OP Next - Yes, we all know it's a shitty gun and misses on the first shot. This thread is not about that. That is a bug and is expected to fixed in updates. Yes, 2 Raketens can destroy shit and there is pretty much no way for you to know and you have to get lucky to stop them (by wandering into their path, before they get there). It's hard to do that, when you don't even know they are there. Some particularly vulnerable units are artillery pieces. Especially the mobile ones like the sexton, priest, and katyusha. It's a 2 shot kill maximum on all of them and they are all slow af. Keep in mind also, that it doesn't even have to fire. It could just stealth around to allow offmaps to be called in. This used to be something to do in coh1 pretty easily, but coh2 had mostly moved away from that with camo in cover only. So I don't know that this would officially be considered a nerf, it seems like these little extra perks are not in line with similar abilities in the game. So yea, it's performance does need to be fixed and if that happens while keeping this cloaking mechanism the same, there will be increasing abuse of it, considering it isn't really that slow in camo.
I'm surprised it doesn't. In coh1 the pak got a first strike bonus and I thought it was great. I would certainly recommend adding first strike bonuses. In: COH2 Balance |
Thread: OKW need a early anti MG-Spam unit.24 Feb 2017, 09:09 AM
I'll gladly review the first replay for you. LMAO, this will be fun In: COH2 Balance |
Thread: Asian plague24 Feb 2017, 09:07 AM
Make coh2 great again! In: Lobby |
Thread: Raketen camo needs to be changed24 Feb 2017, 08:55 AM
The way this camo works right now is stupid. More and more people are using this ability offensively than defensively. Yes it's slow, I know. It's still become very popular. I think for gameplay it's stupid and I think for realism it's stupid. I would prefer it work like snipers, where you need at least light cover (I think the soviet zis should be like this too, but it might be harder because the gun provides cover) in order to activate camo. Also, camo would not be a toggle, it would just happen automatically like falls. With the vehicle firing toggle on, it's pretty abusable. people usually send 2 of them across large distances, right out in the open and just forget about them until they fire, then retreat them. I don't think it's winning anyone games, but it's really cheesy. I think if the zis was faster, soviet players would be cheesing with zis too, but the zis crawls under camo. In: COH2 Balance |
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Latest replays uploaded by Vaz
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