Profile of ilGetUSomDay
Post History of ilGetUSomDay
Thread: Osttruppen in large teamgames3 Jan 2015, 16:20 PM
I suggest getting a lmg gren squad for some damage around the 4th squad, it really helps. Plus they go great in those trenches |
Thread: Remove USF Major and OKW Med truck retreat2 Jan 2015, 19:16 PM
This sounds like a good Idea, too bad its a non-stat change and therefore will never happen In: COH2 Gameplay |
Thread: soviet t1 useless aginst okw faptrack31 Dec 2014, 18:04 PM
If it makes you feel better US T0 and Lieutenant tech is pretty useless against it too. In all seriousness though OKW struggles against double sniper so its kind of a fair trade off. If you only have T1 and the flack truck comes out you should be close to a tank or light tank of some sort, it does cost a significant amount of fuel. Personally I think it just has too much range, if its circle of denial was smaller it would be fine. Currently if they can push you off and set it up in a nice spot it is a huge no go zone On a side note, no major change will ever happen so this whole Soviet T1 blows against the schwere will never be resolved |
Thread: Experiences with Jagdpanzer IV31 Dec 2014, 17:55 PM
Hello Guys! Jagdpanzer suffers from a similar problem with many units in this game, It is overshadowed heavily by something more cost effective and or universal. You have to change your unit comp slightly to have a Jagd P4 because it is a mobile AT gun on steroids and just as cumbersome. The reason you dont see them much is because shreck blobs are more effective and with that you can skip the med truck and go strait into the Flack truck. Its arguably the only useful unit in the med truck but Healing and forward retreat point is pretty well worth it. As for your issues with penetrating Shermans, jacksons, and SU-85s you must just have terrible RNG. It destroys anything that isnt a kiting Jackson or heavy tank (exceptions being KV2, KV1, and KV8, you'll beat these every time). Vet3 on just like other OKW units it becomes almost laughably powerful In: OKW Strategies |
Thread: Excess Manpower25 Dec 2014, 00:29 AM
This is literally only an okw problem. Once they get back in balance with everyone else it will go back to normal In: OKW Strategies |
Thread: All grenades need to be look at22 Dec 2014, 19:08 PM
Two grenades need to be nerfed: Rifle grenades because they can literally take anything on the front by nuking whatever is in their way slowing them down and infiltration grenades need an increase in cost. I have no idea why some one thought it would be a great idea to make them 10 munitions.... I would say molotovs might need a slight buff just because all other grenades are so devastating. I've seen weapons teams forget about sitting in the fire and loosing just a tad bit of health, and usually I see about one model die and some health lost compared to other grenades that do about half health damage and kill multiple models. In: COH2 Balance |
Thread: Current State of the metagame : MG42s20 Dec 2014, 17:03 PM
Take a look at this video at this precise time. I know flamethrowers are flamethrowers but... frontal He retreated not because of the flamethrowers but do to the fact the two units had gotten completely surrounded on all sides. Cons from behind the mg and the flamethrowers at the front. |
Thread: Why we haven't seen a quality Balancing patch in awhile16 Dec 2014, 19:39 PM
They are busy having interviews and making overpriced DLCs while the community keeps the game alive and advertised ^^ The inner circle of alpha testers do what they are supposed to do, but its a 50/50 shot as to whether or not they get listened too In: COH2 Balance |
Thread: Why we haven't seen a quality Balancing patch in awhile16 Dec 2014, 19:38 PM
I do not think expecting the truly balanced patch anytime from relic is a good idea. Let's be frank about relic's incapacity of understanding how the war being conducted. There is no sense of joint operation or even combined arms most of time but spams is encouraged significantly without any penalty. Blobbing units is not suffering heavily from artillery or mortar or they simply encourage blobbing in 1v1 or 2v2. They designed the game not based upon real tactics but their imagination and one unit runs thru open area without heavy suffering when opponent is well dug in. There is no EW equipments or units. There are certain doctrine trying to emulate EW but fails the concept of EW miserably. I would conclude this game being categorized as WWII wargame, which is a shame. CC, MOW or other tactical wargame simulating games truly deserve the title of wargames. Its machinery and algorithm for simulation is too simple by using purely RNG most of the time rather than adopting certain statistical profile for some weapon system. Or they do not understand how to simulate the modern weapon systems properly. Btw, coh and coh2 is more or less another version of SC basically. No game will ever simulate war accurately, its an over zealous expectation of game producers. Once you understand this then you can start enjoying gameplay (even if right now some things such as blobbing exist) In: COH2 Balance |
Thread: KV-2 needs some adjustments16 Dec 2014, 04:24 AM
I think the only thing that needs to be tweaked about Industry is slightly adjust the man power income to something more reasonable. As for the KV-2 it simply cannot take on tanks, and its slow turret rotation makes it struggle against even P4s. I think it needs a regular, none locked down range increase and some AT help. Its roughly the cost of other Heavy armor and awful comparison. In: COH2 Balance |
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