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: RF AT nade wont do engie crits anymore its random now.17 Oct 2014, 19:43 PM
I've done it today and it caused engine damage. Riflemen nade is bugged. If tank is too close it really messes things up. Cons should still be the same. |
Thread: USF 1v1 Build Order Issue17 Oct 2014, 19:41 PM
GiaA, you prefer scott over sherman? |
Thread: If you can't get advante early game ?17 Oct 2014, 19:36 PM
The smoke doesn't prevent the kubel from reversing, which is what anyone prestige 1 and over would do. Smoke is good for advancing out of a choke, but you have to have sufficient numbers to break out. For the Kubel you must have a follow up, so trying to chase it down with rifles more won't work. Against lower levels that are poor at micro and awareness, smoke will do the trick. |
Thread: USF 1v1 Build Order Issue17 Oct 2014, 17:36 PM
I've found a lot of the axis players I'm up against turtle in defenses. As a result I've been going captain. Most of the players are protecting themselves quite well for m20 and aaht, so their effectiveness is being lost for me. The m2hb is good, but it suffers from massive problems right now (crew easily killed from the front through the burst, moves like maxim, gun has low health, poor rate of fire and penetration, etc). So I find the captain has the things I need. The pack howitzer even though it's retarded in it's expense, is very useful against defensive axis players. It's SUPER RNG too, sometimes it will suck, other times it might 1 shot a squad. The goal is to give the axis players exposure to it's fire for the most time. The best way to do this is by hiding pathfinders (hence my issue in the other thread with them jumping out of cover when enemy squads come within weapon range). Typically someone is prepared for LT building with a fast puma or luchs from okw, OST just needs pak and mines. The Puma and Luchs cannot be dealt with from the LT building. You have to be real lucky and one of them stupidly gets in range of aaht 37mm after being hit by at grenade or 2. With captain units, you have what you need. 57 will do the job easy, pack will hit them sometimes and does penetrate for good damage (especially vet2), captain himself with 2 zooks, and the stuart can also penetrate and chase (dangerous to chase puma though, use shellshock if possible). This helps against OST too, with fast panzerIV. That just leaves an infantry war now.That's where I ran into the big problems. Rifles are the most expensive base infantry, but their performance is not always reflecting that. Bars are shitty, but I have found them helpful if you can eliminate the axis advantage. Long Range. If you can force axis infantry to either move frequently or get close, you will win with equal numbers. 2 units solve this problem, pathfinders and pack howitzer(m8a1 as well, but that's up to you, I don't get it all the time.). Pathfinders have an amazing .8 accuracy at long range. This might be for just 1 or 2 guns, I'm not sure yet. You will notice though, if you take pathfinders along with your pushes and just attack move them behind your rifles, the pathfinders will vet up really fast (because they are doing good shit for you). So , axis players are going to notice it and try to get closer. That's where shitty bars come in. Bars are decent at close range, so from medium rang on in, they will win. They also help against sturmpio spams or flanks. The pack will also obviously keep them out of long range. I find this deals with a lot of my problems. Especially on Semoisky. To deal with the float, get a 4th rifle and as Aerohank said, put a cache down. For MG spammers, get grenades after teching and use smoke to approach with bars. Obviously, you need to hold on to a decent amount of munitions for it to work. The last thing to deal with is Tigers and given the current Meta, you pretty much have to go airborne if not for the pathfinders, for the p47. It's about the only thing that can help reliably against tigers. Everything else is all RNG. Jacksons and 57mm bounce way too much. |
Thread: More previews - Ardennes Assault17 Oct 2014, 00:39 AM
where did 40 come from? I was expecting half that. Maybe 20 for wfa and 40 for aa = 60 for western front? This might be a tough sell for Relic. In: Lobby |
Thread: USF, Vehicle Crew17 Oct 2014, 00:35 AM
There doesn't seem to be a single situation where vehicle crews have an advantage. Every combat situation that I have used them in, they have performed terrible. As a result, I had no desire to upgrade them with thompsons. I want thompsons on my riflemen, not my worthless orphaned vehicle crews. They aren't even cheap to reinforce, they cost more than riflemen. They repair quite well though, so I would like to build replacements for abandoned vehicles though. In: COH2 Gameplay |
Thread: Pathfinders moving while on hold fire16 Oct 2014, 16:01 PM
I have a 2 year old, it won't be fun for you! |
Thread: Pathfinders moving while on hold fire16 Oct 2014, 15:38 PM
Romeo time after time, I write perfectly understandable sentences and while no one else can decode my perfectly understandable message, you always understand. I would marry you if you were opposite gender! Since your not, I will watch your stream more. |
Thread: USF infantry overpriced?16 Oct 2014, 14:29 PM
The entire officer system seemed like it had cool potential, but then seeing the execution, I'm left wondering what's the point? They give aura to a doctrinal unit only. The LT doesn't have at grenades and he's just the guy you get for a BAR. The captain is really terrible and dies super fast, which I still don't understand why. Get rid of those two extra rifles and 3 thompsons and 2 bazooka. Mini Rangers. I'm trying with paratroopers, but I find myself losing the MP war quick. |
Thread: Pathfinders moving while on hold fire16 Oct 2014, 14:20 PM
Anyone know a good way to keep these fuckers still? It's already bad how much US infantry need to change position (as run about 5 meters in a random direction away from cover). The pathfinders have this reaction when hold fire is on, so they will jump out of cover, uncloak, and likely get killed or have to retreat. It's messing up any strat that requires the use of their excellent sight range. Romeo, this might be a good candidate to add to the tracker. I can't seem to add anything on there myself. |
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