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: Allies is hurting this game for new players.14 Sep 2014, 21:39 PM
I would agree that USF is a bad faction to start off playing CoH2 with. The problem is, some people don't want to buy games like this until there is a faction that appeals to them for some reason. In this case, the guy likely just wants to play as American troops. He isn't the only one like this too. These steep and steeper learning curves are not good for business, imo. In: COH2 Gameplay |
Thread: Allies is hurting this game for new players.13 Sep 2014, 10:31 AM
I'm going to take the side of the OP on this one. I just got WFA on sale and you can see on my player card that my experience with USF has been painful. I'm still provisioning some game types, but I have yet to win a 4v4 LOL. I can't do anything but laugh at that. I'll play soviet and win and I'll play Axis and hardly ever lose. I play USF and the bigger the game gets, the more frustrating it is. The difference is, I'm not playing stupid like the guy in the videos, I'm actually outscoring everyone in the game in damage and often time kills too. I think there are a few reasons that combine here to make USF such a pain in particular, but overall hard for newbs. We need newbs in this game or it doesn't grow. If it doesn't grow, Relic won't make money and Relic won't be able to make new shit or keep the lights on. So please cast out all that bullshit about how bad this guy played. That's what newbs are supposed to do. Instead of focus on his bad play(which he acknowledged in the game is partly responsible), listen to what he is saying. I actually kind of like him, because he's very aggressive, which I find is often a problem with newbs. He wants access to more diverse units at the start. I don't think this is too much to ask for. The teching tree for USF is all over the place with a lot of basic shit being locked behind a substantial fuel wall. There is no standard mortar(unless you want to count the pack howitzer, which costs a lot of fuel to get access to), the basic MG is behind a fuel payment that is not given at the start, unlike everyone else. There is no sniper, lol. The really sad part is that it feels like fixing the USF will actually require design level changes and Relic has yet to ever go back on design. What's here is here. The other major point I would bring up is the matchmaking logic. I oppose it greatly. The idea of adding up rank and trying to make allies equal axis as close as possible among all players is dumb. This tends to result in extreme skill mixing making for frustrating experiences for ALL players not in 1v1. I feel all the game should try to get players of equal rank as close as possible into the same game, instead of grabbing a newb here and there to complete the addition method. If you join the matchmaking pool for a 3v3 and your prestige 1 rank 1, the game should try to pull you 2 allies and 3 opponents where all those players are also prestige 1 rank 1. If it cannot find an exact match, then it can expand up or down from that point by say 5 or 10 ranks. With this method you will of course still have varying skills in the games, but you will not end up with some that are well versed in gameplay and others that are fumbling around trying to keep up. Wouldn't it be much better if the noobs play the noobs and the vets play vets? It would make ranking happen perhaps a little slower, since some of these unfair games pay out a tremendous rank increase if you win the handicap, but each individual game would be much more satisfying to play. In: COH2 Gameplay |
Thread: P-47 Thunderbolt13 Sep 2014, 03:10 AM
Compared to the first two factions arty, I really don't like a lot of the abilities in WFA. I think the p47 is the least of the bad though. The ones that really get me are the ones that home in on units and rapid fire until they are destroyed. That video from hans stream was pretty unfair though. Mark target + p47 destroyed half health jagdT. There must have been two rockets that hit, because even with mark target it wouldn't do that much damage at 80 damage for one rocket. It had to be two. In: COH2 Balance |
Thread: An idea I thought of regarding the balance forum12 Sep 2014, 03:44 AM
I find it kind of funny you say that with yours set to private. I guess your not starting many balance threads though. In: Lobby |
Thread: Panzerwerfers kinda suck12 Sep 2014, 03:35 AM
They scatter a lot. Get closer and get squad wipes. Worked on my riflemen. In: COH2 Balance |
Thread: An idea I thought of regarding the balance forum12 Sep 2014, 03:33 AM
I was thinking it would be fun for coh2.org to feature a kind of balance argument through replay/video for the balance forum. It would work like this:
Obviously this isn't something that can be done for every thread, but it would be fun to just pick one or two a week and do it. This isn't about whether the person can beat the high ranker (like actually win the custom game), this is about whether the unit actually tips battles unfairly and even a high ranking player can't beat it. Obviously if the defender is a high ranker it may not be entertaining. Afterwards a replay and video cuts can be uploaded to the thread to either prove wrong or support thought. In: Lobby |
Thread: The buffed Assault Engineers12 Sep 2014, 00:18 AM
I notice the flamethrower blows very very often. I had to stop getting it or just get it on 1, just for clearing garrisons. In: COH2 Balance |
Thread: Stuka cluster bombs - arrival speed12 Sep 2014, 00:13 AM
I'm talking times faster than that. Like a second or less. The plane drops the bombs then the flairs come down. You'll hear your infantry scream about the plane still, but you have 1 second or less to watch them die, since they won't even begin moving if you hit retreat. It's very cheap, much like 1 second arty in CoH1. In: COH2 Bugs |
Thread: Stuka cluster bombs - arrival speed11 Sep 2014, 09:17 AM
The way the plane enters the battlefield is a little unfair in some situations right now. I don't seem to notice this much with any other plane based ability. The plane seems to spawn from the closest edge of the map to the target. If you are fighting on a map towards the edge, the plane will drop the bombs before the flairs even show. That speed makes it completely impossible to react. In: COH2 Bugs |
Thread: Ninja changes for 9.9 patch10 Sep 2014, 19:52 PM
Thanks for posting Cruzz In: COH2 Balance |
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Latest replays uploaded by Vaz
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