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: Obersoldaten and stuff23 Nov 2014, 04:52 AM
So Jaigen, I'm thinking a para squad escorted by a 1 man RE squad, No weapon upgrades of course, because OKW didn't get a weapon upgrade either. I'm going to win right? In: COH2 Balance |
Thread: Ambulance speed23 Nov 2014, 04:26 AM
Ciez probably got owned in the alpha and the devs listened to him. Remember back then there was a lot of OP american stuff, like the aaht had no counter. Since then USF got nerfed a lot, but these little things stick. In: COH2 Balance |
Thread: Blobbing23 Nov 2014, 02:31 AM
So then, where is the line drawn between a blob and a good force? Are we supposed to have solo squads going commando? It seems to me to make sense in bringing a large force to assault. In: COH2 Gameplay |
Thread: AA the latest victim of IGN23 Nov 2014, 02:24 AM
interesting read. It has certainly left a bad taste when reviewers put their own subjective views into a review. That's something I expect when I ask a friend or someone not getting paid. In: COH2 Gameplay |
Thread: Blobbing23 Nov 2014, 01:39 AM
blobs flanking are a thing and do happen. I do want mg's buffed though. In: COH2 Gameplay |
Thread: AA the latest victim of IGN23 Nov 2014, 01:33 AM
That's a little extreme, Inverse. I guess your experience has been vastly different from mine. I'm curious about your opinion specifically though, regarding ANY review site that is has been helpful at all? I think there has been some games that I decided to play based on reviews, that I would not have played otherwise, and it turned out to be a great decision. IGN's early video Review of Company Heroes is what brought me here in the first place. In: COH2 Gameplay |
Thread: Blobbing23 Nov 2014, 01:24 AM
Is blobbing a relic problem or a player problem? To me it's a player problem. No one is going to fix the player problem. Your just going to have to move on to a different game or start finding some fun ways to deal with what your opponents are throwing your way. There is no extra benefit to blobbing and there is much disadvantage (such as cover failure and extreme vulnerability to AOE weapons). Also, blobbing is more of a tactical decision, so if the S being taken out of RTS, it's not directly from blobbing. I'm not defending blobbing, I'm telling you to deal with it, because it's not going to change. EDIT: offtopic, how the hell are you on a 26 streak 2v2 random?! If I win 4 in a row the automatcher throws me a teamate so trashy that the AI is 2x more efficient than him and puts me up against competent axis players. Why are you facing blob opponents that could care less when you are at position 3? This is pretty unfair, you see I have to deal with that. You and Romeo both get these lol games where your opponents don't care to win, it seems. In: COH2 Gameplay |
Thread: Rifle AT Mines23 Nov 2014, 01:17 AM
Remind me again who lays teller mines and what they do to their targets? In: COH2 Gameplay |
Thread: AA the latest victim of IGN23 Nov 2014, 01:11 AM
Its Ign its that not respected to begin with This is so true and it bothers me because they used to have really reliable reviews. If they rated something low, I could usually agree with the low score when I played it. In: COH2 Gameplay |
Thread: Ambulance speed23 Nov 2014, 00:38 AM
I don't agree that it's less, especially since it "has to be vulnerable" how much are you going to end up paying for medical services against a competent opponent? Basically it looks like the thought process is: If you are USF and your staging area is reached, you should lose your staging support to minimal fire. Now the other factions and methods do not suffer this. If you find a wm or soviet players staging area, you are greeted with stiff resistance from possibly injured squads (that will reinforce rapidly) and various effective fire from the support unit itself (quad, mg, flamethrower). The difference in cost being what, 20 fuel? If you run into an okw staging area, you may or may not get fired upon by a nearby schwerer hq, but you will be unable to destroy the support building, unless you've brought penetrating weapons with you. That supply trucks conversion might cost more than ambulance, but it also has more to offer than just field reinforcement and medical services. It also acts a shot-blocker so 1 man squads can run around it until fully reinforced. You say teching costs can't be fucking ignored? Yea they can. The reason for that, is because you can buy more than 1 of whatever it is. The initial halftrack has a tech cost. It also shares that tech cost with the initial t34, and the initial pak40, along with other essential battle tools. So when considering the cost of a t34 and a halftrack, are you going to tack on the tech costs to both? That makes no sense. The tech costs are more of a function of time rather than resource. USF does not have to spend any time to get ambo, yet it's not very strong or useful in combat. The halftracks are delayed to the battlefield but are VERY useful in combat, especially with upgrades. For arguments regarding the arrival time of something, I think the tech costs of the initial unit then become valid. Here discussing the general balance of the ambulance, I don't think it's as useful in comparing to other reinforcement vehicles, considering the different strengths and weaknesses of all of them. I also feel the whole argument (that I guess relic also shares) about the ambulance being too strong if it has the acceleration to get away is just insane. It's beyond troll levels. Relic has put escape mechanics in everything from infantry to light vehicles, to allow them to be used in an aggressive manner. Yet a believable acceleration for a truck is too much? This is so hypocritical! Look at how a panther can zoom in on a massive kill-zone, bounce all the AT shots off it's incredible front armor, the player thinks "oh shit!" in his mind, pops blitz, that causes all the AT to miss entireley, and the panther is out in no time. That's not OP, but giving a little truck acceleration greater than the 2nd heaviest vehicle in the game upsets the balance?! We can still give the little Kubelwagon, which if I understand right literally costs less than the ambulance in mp and fuel (and tech costs? Not sure of that, someone feel free to help me out on that), can zip around with the greatest speed and a respectable acceleration along with being able to eat an anti-tank round and survive! Not only that, but there obviously must be a difference between the target size of the ambo and kubel, because at weapons don't miss the ambo like the do the kubel. If a 10 fuel ambo is too OP with believable stats, then maybe that needs to change. The unit is way too slow and vulnerable as it is. In most players it's promoting defensive play, which I don't think this community enjoys a lot.
This is brilliant In: COH2 Balance |
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