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: USA is f****g broken20 Nov 2014, 00:07 AM
I mostly agree with Romeo. The design for USF tools are sufficient, just some of them need some tweaks to fully fit in to the multiplayer environment. Other problems are issues with other factions efficiency just being too damned good. Riflemen work well throughout the game, but since okw's obers are broken (which I'm sure that comment about lategame infantry came from), it seems like there are no viable late game infantry. That's a problem with OKW, not USF. You really need to amass a lot of experience with USF to fully understand it, they have the highest micro tax, but there is usually an answer to all problems. In: COH2 Balance |
Thread: The imbalance between Allied and Axis Infantry Anti-tank 19 Nov 2014, 18:41 PM
Haha, Jaigen I attack volks all the time with tank, usually I win too. It's gotten even better since I started smoking them before I go in for the roadkill. I can't wait for your playercard to show up. The only time it's stupid to attack volks with a tank is when there is an enemy tank nearby. I do agree with JohnnyB about balancing the value of the shrek. I don't know about reducing the cost for volks, but I do feel that both shrek upgrades and the bazooka need better defined values and balance. With the bazooka currently at 60, the shrek should be worth 90, meaning pgrens are getting a steal at 120 right now. In: COH2 Balance |
Thread: CoH2 - Ardennes Assault: Fox Company Rangers19 Nov 2014, 18:22 PM
I don't know how old you are, but this isn't the whole story. It actually became most popular in the 90's if I'm not mistaken, when an awesome game would release and could not be found. I remember multiple times where I would call all the stores I could possibly think of to try and find the newest release I wanted and all of them telling me sold out. Back then, bigger stores that happened to sell games had NO way of giving you any kind of way to guarantee getting what you wanted. No preorder, no waitlist, no ship it when it comes in or holding, just nothing. Here in America Babbages and EB, which only sold games, did do pre-orders. So any game that you really really wanted the day it came out, had to be purchased at these places by putting money down on a reservation/pre-order. Not doing this tended to be a great risk. The little extras that started coming with the games likely originated from Japan, where they would include a lot of cool little trinkets with game sales. As the game industry got bigger, some of the Japanese trinkets followed Japanese games sales in other countries. Here in America, there were trinkets from American games, but they were usually distributed another way (like posters where distributed in magazines). Fast forward all the way to how we are gaming on steam. Pre-ordering is a completely stupid idea, from the initial reason. There is an infinite number of possible copies (likely not really infinite, but the number is way higher than the total amount of intelligent beings in existence on Earth), so it's impossible for the game to sell out and not be available to purchase. The ONLY way that a company selling a digital game can hope to entice anyone to put down the money first, is with trinkets, now in an electronic format. That is what Fox Company represented. The problem with Relic's implementation is that the trinket is too damn good to seal away and not try to monetize to those who didn't pre-order. TBH, the only thing that is anything close to good, is the "pre-loading" of some preordering, where you have all the product assets already on your machine and simply have to wait for an authorization to play. TLDR: Preorders initially came about from games selling out, extras came later. In: COH2 Gameplay |
Thread: Rifle grenade madness after last big patch19 Nov 2014, 15:48 PM
In: COH2 Balance |
Thread: Pathfinding19 Nov 2014, 15:42 PM
I don't know why USF vehicles seem to suffer so much from this. Sometims I get stupid crap like this with SU85 as well, but never with ostheer vehicles (yet). In: COH2 Gameplay |
Thread: AAHT vs Scout car with autocannon19 Nov 2014, 05:46 AM
The approach was from the rear, but it was already engaged with an infantry target, so re-prioritized it. I forgot about the stop command, that's all I need, thanks! |
Thread: CoH2 - Ardennes Assault: Fox Company Rangers18 Nov 2014, 17:05 PM
pre-ordering sucks. Most of the time it does not benefit the customer. In: COH2 Gameplay |
Thread: Possible Rifle Grenade Bug18 Nov 2014, 12:53 PM
You don't need to issue a lot of orders. It used to be possible in coh2 as well. The idea is that you issue the grenade throw order while your squad meets the criteria of: Squad is in motion at least 1 entity from the squad is in throwing range If those are all true, then one entity will stop to throw, while the others complete the move order. The thrower will catch up after the animation. Supposedly a recent coh2 patch put an end to this. Now the whole squad will stop if a grenade order is issued by the player. In: COH2 Bugs |
Thread: Possible Rifle Grenade Bug18 Nov 2014, 10:43 AM
I've been noticing sometimes in the last few patches, including the current one, that sometimes Grenadiers rifle grenade will shoot before it's animation, delaying all detection to significantly less than 1/2 a second. I don't know why it occurs or if it's controllable, but here is some proof and documentation. I'm including a replay, which you can see the event at the Church, between a Grenadier and Airborne squad. The rg is launched and right after the midpoint of the arch, the grenadier begins the animation, at time 19:17. Here are some photos if you don't want to download the replay. This first screenshot shows the grenade just before it's midpoint. I captured it so the projectile could be seen against the contrasting snow covered roof behind it. You can clearly see the grenadier has not done the animation. Here you can see the grenadier start the animation You can now see the grenade is just about to impact and the grenadier squad is still in the late animation. I've circled the projectile, it's very hard to see, but it leaves a tail which you may be able to see (it seems my red circles only show up on photobuckets site, so click picture if you can't see the grenade). Here is the impact and the grenadier finishes the animation at the time of impact. In: COH2 Bugs |
Thread: Grenade bug18 Nov 2014, 10:42 AM
At 19:16 a grenadier at the church fires a grenade without doing the animation until the grenade is at it's midpoint. In: Replays |
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