Profile of Sully
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Steam: 76561198073335594
Residence: United States
Nationality: United States
Timezone: America/Vancouver
Game Name: Sully
Steam: 76561198073335594
Residence: United States
Nationality: United States
Timezone: America/Vancouver
Game Name: Sully
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Post History of Sully
Thread: Should IR.STG44 for Volksgrenadiers?20 Apr 2019, 04:03 AM
Bruh...no In: COH2 Balance |
Thread: OKW - Grand Offensive - Feedback19 Apr 2019, 15:27 PM
What have people experienced with the timing of the Tiger in its current form? Would you even bother with a P4 when you could have a tiger out in 3 or 4 mins after. Pretty much the opposite. Currently getting a P4 out sooner has much more of an impact than holding out for a Command Tiger. It's certainly no Tiger Ace. In: Lobby |
Thread: OKW - Grand Offensive - Feedback18 Apr 2019, 21:48 PM
Feedback for v5.0 Changes. IR STG could use something extra to make them worth upgrading over an LMG. I think commando-level camo would be a great addition, wouldn't need any ambush bonuses, but something to help close the distance would go a long way. In: Lobby |
Thread: Wehrmacht - Strategic Reserves - Feedback18 Apr 2019, 21:34 PM
Regarding the v5.0 changes, I still don't think the radio bunker is worth building. For 60 munitions on top of the 200MP cost, the flare range is far too short. I'd say the flare ability needs 40-50% longer range or the flares need to be considerably cheaper than 60 munitions. Side note, I'm not sure what camo is accomplishing when it's a bunker that needs to be garrisoned? It doesn't appear that the squad/mg inside is also camouflaged. If the point is to just be an sneaky intel structure similar to Pathfinder radio beacons, then just make it a small non garrison-able structure. Ostwind change is fair. PGren changes are nice. In: Lobby |
Thread: OKW - Grand Offensive - Feedback15 Apr 2019, 16:17 PM
As others have said, the Command Tiger design is lacking. It vets too slowly to ever make the aura worth using. I'd rather see separate abilities that buff other units around the tiger, like the KV-8 and KV-2 have for a short duration rather than an activatable aura that makes the tiger impotent. Or load it with abilities that can enable offensive movements such as long range smoke shells and/or flares. In: Lobby |
Thread: Feedback for New Commander mod 4.0 - OST core changes13 Apr 2019, 15:50 PM
Tested the Ost changes. Ostwind feels great, it actually feels threatening to infantry now; more than a P4. If its lethality gets toned down, I do think its vet requirements should be lowered. It took 100ish infantry kills to get vet 3. Pgren timing is good, and I love the vet1 change. I think they'll definitely see more use. Radio bunker is pretty lackluster. Even if you were to double the ability range, I'd probably never build it. If the goal is to give the commander recon abilities, don't over complicate it and tie them to a building. Tiger ace feels good, it really out shines the OKW command tiger though. I kind of just wish the Command Tiger was a Tiger Ace with 2 more vet levels that give it the aura component. Either that, or the vanilla/command Tiger vet requirements need to come way down. In: COH2 Balance |
Thread: The IS-2: What do we do with it?14 Mar 2019, 17:35 PM
Currently its armor is too high and its supposed counters are inconsistent at best. Reduce the armor considerably, and in exchange give it 1) a better vet 1 ability and 2) better AOE/accuracy profile so it can have reliable potency. In: COH2 Balance |
Thread: Poll: is the Ostwind underpowered?12 Mar 2019, 20:08 PM
Increased ROF (mainly for AA), ability to fight light vehicles reliably, and a suppression ability would be great. In: COH2 Balance |
Thread: Nerf the DAMN SECTOR ASSAULT22 Feb 2019, 17:14 PM
I'd argue that choosing to not dedicate resources to counter an expensive ability you know is coming late game is your own fault and should be punished accordingly. I don't know why anyone would think any of the Allied AA options are not useful outside of their AA role either, any light vehicle play works well vs JLI. Don't want to be denied an area of the map for the entire ability duration? Invest in a counter. In: COH2 Balance |
Thread: HMG "handbrake" mode & manual reload.22 Feb 2019, 15:45 PM
Good ideas that should have been implemented a long time ago. In: COH2 Gameplay |
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