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
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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: Why is the Pershing so cheap?19 Feb 2017, 20:22 PM
It's like you don't believe me or something that you got outplayed in that match. Your opponent had a gigantic fuel lead over you. In: COH2 Balance |
Thread: OKW vs USF 1on1 balance19 Feb 2017, 10:06 AM
It's on topic. The only real balance issues have already been acknowledged. In: COH2 Balance |
Thread: The issue with Ostheer Tech 4.19 Feb 2017, 07:34 AM
T4, like the entire Ostheer lategame, is dictated by allied army composition. Yep, my thoughts exactly. This is what I do playing as USF. Prepare to destroy increasingly heavy tanks. Pretty much every game is like this. They forget or stop doing infantry play and expect tanks to do all the work. This is less the case in smaller games though. In: Lobby |
Thread: OKW vs USF 1on1 balance19 Feb 2017, 06:43 AM
I watched that first game you posted. You got outplayed, severely. If that guy was OKW, you would have lost faster and been here complaining of OKW being OP. Why do you think your opponent felt compelled to place his doctrinal mines, yet you did not feel any need to lay your equally powerfully non-doctrinal mines? You had more reason to do it, considering he was rolling around the map with 3 light vehicles (one of which was your own luchs that the RNG granted him). It was already mentioned, but you didn't make mine sweepers, even after triggering multiple mines. Riflemen lay those mines extremely slowly too, it's very easy to ambush them. You won the early infantry battles, so I don't see why your complaining of rifles being too strong. Now I'm not counting the times where you weren't paying attention and left your men to continue traveling a path while under fire, you lost those. You also did it a lot more than your opponent. I don't think your mg34 was ever in the right place at the right time. So this replay doesn't help that argument, but it is generally accepted that it sucks. The USF one is kind of crap too (for suppression at least), but your opponent didn't have access to it here, so you held the advantage there, just never capitalized on it. I feel like your luchs was poorly managed, both of them. Your basic CoH positioning, cover, and overall micro were poor in this match. Squads were lost unecessarily and odd tactics employed (in the later part of the game you threw a grenade at rifles, they moved out the fire, then you retreated through the fire). It doesn't matter which army you play as, if you don't improve in this aspect, you will remain very inefficient and lose in situations where you may have won. Anti-tank. You did a poor job here. Mines go a long way as mentioned already. Other than that you relied on panzerfaust, raketen (3 of them in close proximity LMAO!), Puma, and Command Pather. I'll start with your faust use. Worthless. Almost every single time you used the faust, it was an "Oh Shit" use that didn't benefit you. You did just because there was a vehicle close and couldn't follow up on it. Some might say you slowed the vehicle from advancing, but you were pretty much in a corner the whole time anyways, not much to delay there. This is especially worthless against USF, which has abundant repair options (especially considering he had vehicle dominance). You munitions would have gone further being invested in mines. Raketen. LMAO you got 3 of them! These things suck pretty bad still. They usually miss the first shot, so they are only really good as a deterrent. Building 3 of them is just goofy to me. Later on when you got the perfect ambush on a pershing, they still couldn't kill it! Even though it sat there in range for a long time! Puma. Puma is bad ass. Long range, excellent sight. Fast. Good penetration. However, you wasted yours. You didn't pay attention or something, backed it into a hard to navigate area and it was wrecked. It was an excellent choice to build one, next time manage it better. Panther. Facepalm. Your teamgame side came out here and you Yolo command panther straight to this guys base. I really did not understand what you hoped to get from this attack. At first I thought it was just to destroy his ambulance, but you stayed after that. It was a horrible decision and you almost destroyed that Pershing with it, but the RNG got you, since it made one of your shots miss at mid range while panther was still. He had to emergency pick up a bazooka and hit your panther in the rear to save the Pershing. Still, even if the rng didn't screw you over and you destroyed that Pershing, you still would have lost that panther. You wouldn't know it, but your opponent had such a fuel advantage over you, that when he got 13 CP, he had enough fuel for 2 Pershings! Another one would have just rolled right out and blown up your panther! I know this game may not be model for every point you want to make, but I think ultimately you have a lot of room to improve yourself before balance becomes more of an issue. In: COH2 Balance |
Thread: Engine damage19 Feb 2017, 06:04 AM
I looked on the stats site and I don't see anything that can describe the effects placed on a vehicle by engine damage. Is it a set percentage of speed decrease? I've been noticing an odd behavior in the game and wanted to investigate further. Some damaged vehicles seem to be faster than others, but not necessarily due to speed before being damaged. For example, if I snare a 222, I can't seem to catch up to it again. If I snare an m20, I can catch up it. It's odd, because m20 is faster than a 222. In: COH2 Gameplay |
Thread: New Replays Not Showing19 Feb 2017, 06:00 AM
After I download a replay from the site and place it in the playback directory it doesn't show in the game if the game is running. Is there a way to get the game to rescan the directory without having to close the game and launch it again? In: COH2 Bugs |
Thread: OKW vs USF 1on1 balance19 Feb 2017, 05:51 AM
If Volks are cheaper...why should they win at long range? The suggestions in here are very biased. Aside from the mortar request. I don't really get why the USF mortar is OP, but I'll go with the flow that it is. The thing about the stuart has to be the worst. I mean, you really come to CoH, which is about tactics, and complain that an anti-infantry light tank is countered by by an anti-vehicle light tank? Even though you have the option of a better armed light vehicle, ONLY because it would reduce your AI capability!!! This is core CoH stuff here. It's like you just want generalist kind of units where everything is effective against everything. I feel like you are in the wrong game here. This is more what you get from command & conquer. Halo Wars 2 just came out, it's like that too. You gotta have the right tool for the job and if you don't, you pay for it. Now honestly, you've come here with these complaints and have presented no numbers. Most of the numbers are available. I play a lot of USF and I can tell you, sturms do beat rifles. Pretty badly. It's pretty unfair how badly rifle's get beat at the start of the game. Now, if you are doing something stupid, then yes, sturms will lose. I've had times where I was in heavy cover and sturms just run up and kill all the riflemen. I'm going to watch your replay, so hopefully you show me the light of how weak sturms are, because it greatly contrasts with my experience using them and being abused by them. There are few people I would beleive when it comes to complaining about axis, and those are mainly the people high on the ladders that are truly limited through subtle balance differences. Like the list of streamers presented to you. Those people play all the factions and at a high level. In: COH2 Balance |
Thread: Ostheer Panther16 Feb 2017, 20:06 PM
Yea I don't think reality is a great argument here. It's never worked since the vcoh times. Not like we can have allied armies with 20 tanks at a time. Squads completely armed with stg44 wasn't a thing. Many clashes with reality. In: COH2 Gameplay |
Thread: Ostheer Panther16 Feb 2017, 09:47 AM
I wasn't aware of target size being used as a multiple for accuracy values. I thought that was a scale value used for the scatter path in a spatial calculation. Are you sure it's ok to multiply it? This results in significant accuracy increases without respect to range. That would mean almost 3/4 of Jackson shots hit (which I already experience that not being the case), but also those that miss have a set of shots that also hit, possibly bringing the figure up above 80%. In: COH2 Gameplay |
Thread: Ostheer Panther16 Feb 2017, 08:28 AM
I would like to see replay examples of micro-free allied units storming a skilled axis position and winning with that ratio, please. Otherwise, it's embellishment. The differences between the gun on the OKW panther and the OST panther is not much. I don't think it should be a big deal to make them both equal. Using the stat site as a reference, the scatter on both of them looks to be the same, there is a .01 difference in accuracy as well. The big difference is when the unit is moving. OKW takes a 35% penalty and OST takes a 50% penalty. There is also a cooldown penalty for OST that is absent on the OKW. The claim that allies have it better on the move seems to be true. Using the Jackson as a reference, it takes a 25% penalty. However, these moving accuracy penalties are likely hitting the already teeny tiny accuracy values. OKW panther far accuracy .04 x .65 = 0.026 OST panther far accuracy .03 x .50 = 0.015 USF Jackson far accuracy .04 x .75 = 0.03 In order to hit a shot every single time without relying on scatter, you need a value of 1. Just for perspective, mathematically we are talking about really tiny numbers here. The scatter is what is really going to determine anything, essentially tanks miss every shot they make. The reason they nail targets is because the projectile that missed still ends up intersecting with the target, resulting in a miss that actually hit. This value is effected significantly by distance and minimally by the accuracy value. It is also greatly effected by target size. Infantry units have super small target size, so they won't get nailed. Vehicles are much bigger and the bigger they are, the more likely they are to remain in the scatter cone. According to the stats site, each of the 3 tanks has a maximum scatter of 8. Combined with being able to fire from longer distances than regular tanks, more true misses will occur with these units. The panthers should be missing more than the Jackson, unless the Jackson is shooting at something p4 size or smaller. Moving the OST values to match the OKW values seems fine to me, it really doesn't seem like it would fix the problems a lot of people have with the panther (or maybe unrealistic expectations). I don't think it will fix my frustrations with it. If I've missed some values and there is more reliable data somewhere, please share as I only used the stats site for my numbers. In: COH2 Gameplay |
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Latest replays uploaded by Vaz
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