no, most of my games he stands around in front of my base doing absolutely nothing. This is mainly because I hate hate hate the design of the ambulance. It get's one shotted by most things that invade territory and it's REALLY FUCKING SLOW! The Major retreat point is kind of useless if you can't reinforce, so no ambulance makes it worthless. I've seen Romeo bring the major along some times to quickly escape suppression, but I haven't done it. That still wouldn't make him worth more than 3 pop at most.
The thing that mainly breaks your question is the fact that I don't really have a choice not to have him wasting my pop cap, if I want to have some Shermans chasing OKW retreaters back to their medic truck. He's costing me pop that could be put towards more Shermans.
Profile of Vaz
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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: Major pop reduction25 Oct 2014, 01:38 AM
In: COH2 Balance |
Thread: Major pop reduction24 Oct 2014, 23:42 PM
He comes in at 5 pop. Usually does nothing and has a 3 man squad. Down to three pop he should go. He's terrible in combat, his artillery is terrible, only good for a 5 pop retreat point currently. In: COH2 Balance |
Thread: RELIC: well done (OBS/beta/balance/bug fixes)24 Oct 2014, 17:15 PM
If this patch didn't even include any balance changes, just the changes made to the general game, it would still be amazing. The play experience has changed for the better with smarter behaviors, bug fixes, ambient building logic, and improved cover handling. In: Lobby |
Thread: Let me clear up some things about Relic and AA24 Oct 2014, 17:09 PM
The main reason why I won't buy AA before it is released, is simply that I spend all my time in MP. I wouldn't play single player because I like the mp too much. I know there are some people that just play single player and this will be good for them. In: Lobby |
Thread: Forget the pershing, Jumbo 76 is where it's at24 Oct 2014, 04:29 AM
I sure would like a firefly In: COH2 Gameplay |
Thread: Open Beta first impressions24 Oct 2014, 04:22 AM
I've been playing American for a while, but I don't feel like the jt/isu change is going to fully do it. The only times I've truly felt cheated by jt is when it's shooting through shot blockers. Other than that, it can be handled with good coordination and resources. The ISU on the other hand. People are complaining they get squad wiped by it, but Tigers are the same. Tigers (both I and II) blow my squads up in 1 hit or within .5 seconds (maybe main gun kills 4 and pintle kills the other 2), too fast to escape, so might as well be 1 hit death. Even just retreat as soon as seeing it is not enough. ISU blows up at guns from long range and doesn't take damage. The tigers are doing the same thing. The difference is the range is shorter, but even with that there is more HP and all allied AT goes ping ping on the armor. So what does range make a difference here? Either your losing to range with the ISU or invulnerability with the tigers(and maybe is2 to some degree). I really support the use of toggles, just like the Sherman uses. I think it's a better implementation of how tanks are irl and it's better for the game too. You have to change out your ammo based on your expected target. Also, to resolve the ISU range issue, it's scatter can be made much greater, but I have a feeling the problem will stay for the life of the game due to the smaller axis squad sizes, which I feel is at the heart of the matter. In: COH2 Balance |
Thread: Some1 please enlighten me23 Oct 2014, 22:37 PM
I watched your replay. Your team had a very large window to crush your opponent early. Unfortunately, this might be more of an issue with the rng of random teammates. I know, because I do random at too, and sometimes smart decisions just aren't made. That being said, I think there were 2 very large and obvious meta issues with your TEAM overall:
Had your teamate brought his flamethrower rifles into the town, he could have done a lot of damage to all the garrisons that were holding you back. He also needed smoke grenades to do that effectively. Your opponents weren't the best with awareness, micro, or decisions. As a matter of fact your team held the advantage up to about 16 minutes! USF is kind of weak on urban areas because your indirect fire tools are locked behind greater paywalls than your opponents. You either need a pack howitzer or a scott. Both of you got scotts and for some stupid reason, both of you decided to lead a charge with them! Your teamate also bought 2 easy 8's. This is my personal opinion, but that tank is terrible. It's not much better than the standard Sherman, it costs 30 fuel more, and it's a lot of cp's. Unfortunately, your teamate wasted his tanks with his impulsive and aggressive attitude that increased with time. He lost the first one to what I remember being a pak and a pzIV, when he rushed it in solo. You know what would have been better vehicle choices? M4A3 shermans from the both of you. You guys had the fuel advantage and both players were stuck only with infantry and little anti tank. When I find myself in that situation, I start pumping out Sherman, slap a .50 on them, set the main gun to high explosive, and then advance. You don't want to rush in too hard, you need to scout out positions of everything first. That first Sherman is a scout. It finds targets of opportunity and takes them out. ANY danger, you back off and wait for the second sherman. Once you know where the AT positions are, you use your smoke launchers on the tank for 30mu to smoke yourself in and take out the AT guns with your 2 Shermans. After that you take out the mg garrisons so your infantry can move freely. Sherman high explosives are a nightmare for infantry and world buildings (at least on this patch). They can bring buildings down in just a few shots. They are way better than scotts with that. I honestly feel like you could have busted them, especially the okw in the town, if you both did Sherman. You had the fuel advantage. From what you did do though, I would say you did it pretty good. You harassed well with the AAHT and kept it alive until your teammate began to break down and the ostheer player began to engage you. I feel like you could have done more probing on resource points in the south, which happened to be undefended and possibly could have helped you. If you've read the beta notes, you know there are some things you suffered from that will not be an issue in the future. Most notably, volks grenades with tiny timers that have been giving them easy wins and squad wipes for a good while. Your teammate also lost his .50 to the retreat bug. There is likely more that could be said, but I feel comfortable saying that you had a chance to win this game between the 10 and 15 minute mark. Another plus about the shermans, you can easily destroy the world buildings when facing an opponent who uses infiltration units. Then they can no longer spawn them behind you, which is what the okw did to destroy your first scott that was retreating. In: Replays |
Thread: Open Beta first impressions22 Oct 2014, 22:15 PM
I have a feeling it's going to get nerfed, but it has pretty low hp. It's doing it's job waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay too good right now. If you took one of lenny's 14 con blobs against one of these, I can honestly say i don't know if they would win, lol. In: COH2 Balance |
Thread: Units clumping up even MOAR!22 Oct 2014, 22:12 PM
I'm 100% satisfied with what relic has done with the cover behavior right now. The UI is giving you a perfect indication of where each entity will be and the game is executing the UI predictions perfectly. When you tell the units to move, all entities move immediately, instead of some of them standing around waiting for the explosion, while others move. It's perfect. In: COH2 Gameplay |
Thread: How it could be ...22 Oct 2014, 22:08 PM
It always says you lost on a sync error In: COH2 Bugs |
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