Profile of donofsandiego
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Youtube: https://www.youtube.com/channel/UCJT-oswDRyOrhrVghT-6ZRw
Steam: 76561198157193379
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United States
Game Name: Snaek
Youtube: https://www.youtube.com/channel/UCJT-oswDRyOrhrVghT-6ZRw
Steam: 76561198157193379
Nationality:
United StatesGame Name: Snaek
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"And how we burned in the camps later, thinking: What would things have been like if every Security operative, when he went out at night to make an arrest, had been uncertain whether he would return alive and had to say good-bye to his family?..The Organs would very quickly have suffered a shortage of officers and transport and... the cursed machine would have ground to a halt! If...if...We didn't love freedom enough...We purely and simply deserved everything that happened afterward.”― Aleksandr I. Solzhenitsyn , The Gulag Archipelago 1918–1956
Post History of donofsandiego
Thread: E8 is still trash23 Nov 2021, 13:54 PM
The M10 wouldn't get this theoretical nerf right? Then it would actually be a flanking tank. Well... compared to the M36 at least lmao. In: COH2 Balance |
Thread: E8 is still trash23 Nov 2021, 13:52 PM
Lmfao imagine that; the Scott would be tankier than the M36 hahaha. In: COH2 Balance |
Thread: HM-38 120mm Mortar Squad is OP23 Nov 2021, 10:51 AM
You can never ever hit a model and deal 80 damage in one hit. Try it in game, I promise you. And yes, the damage numbers are the same, it's the AOE that's different. You can look at it in serelia. EDIT: Model, not squad. In: COH2 Balance |
Thread: HM-38 120mm Mortar Squad is OP22 Nov 2021, 23:42 PM
Look, I don't know how else to say this. The 120mm does not do *more* damage than any other mortar, the AOE is better. Again, thinking about the implications of having a bigger AOE, you can come to the conclusion that it will do more damage over an entire squad. My point was that the 120mm doesn't have some kind of special damage modifier against units in cover, it's just that the damage is more consistent when it hits units in cover. The important word being when of course. If a 120mm and an 82mm hit a gren behind sandbags right on top of their heads, they will both do similar amounts of damage (leaving a gren squad at roughly 200 health, with 120mm skewing to 190-200 and 82mm skewing to 200-210. I haven't tested volks but I think it's pretty obvious the 120mm will do better there. The 120mm does more damage to the squad compared to the 82mm, but it's still doing the same max damage. It's more consistent when it hits. For squads out in the open, the 120mm is a different ball game. Of course in this situation the 120mm compared to the 82mm is like comparing a hand grenade to a stick of TNT. Bigger AOE against a spread out squad is a huge advantage. Though squads out in the open tend to be moving around and 120mm struggles against moving targets (save for blobs). By the way, if you really want to know the reason why I said what I did, it was because I was under that impression myself when I first started playing CoH2. I thought it had some kind of higher base damage. Then when I looked in the stats and found damage all to be the same, and that it was AOE that was the deciding factor, I was surprised. I mentioned it to my friends and they were surprised as well. 120mm is Soviet... its survivability is supposed to be good... Certainly, but compared to most mortars that can retreat, needing only one model to operate the mortar + run with it is definitely huge. If you get a model drop on other mortars while it's packing up to retreat, you can slow down the retreat a bit, and it can snowball. The 120mm definitely stands out in this regard in that it doesn't need a second man to get the hell out of dodge, so to speak. I think that the 120mm should be able to retreat, because soviets don't have any kind of FRP. That's a personal opionion, mind you. What about if it moved slower during retreat than normal squads? The thing is heavy as hell after all. That or perhaps it could lose the recieved accuracy bonus that squads get on retreat. Or maybe slower pack-up time to make up for the fact it can't be stunlocked by model drops? EDIT: No FRP nondoctrinally, no FRP nondoctrinally. That's what I meant. In: COH2 Balance |
Thread: HM-38 120mm Mortar Squad is OP21 Nov 2021, 15:17 PM
Mortars haven't done 80 damage on direct hit since I don't even know how long ago. It's 68 damage (my bad on saying 60) and it's been standardized to that across all mortars. Though they technically do 80 damage it's not applicable to infantry because it literally doesn't do 80 damage to infantry no matter where you hit them. Again, you're missing the point. The 120mm mortar and the normal mortar do the exact same damage, just 120mm has better AOE. It is literally implied in the statement that you will be doing more damage in an area because of the AOE being better. But are you doing strictly *more* damage? No. If an axis squad is already clumped up behind green cover it's going to be hit just as hard by the normal mortar as by the 120, so long as the mortar hits right on it. Which is why I mentioned it being a "placebo" effect, because one of the posters was saying that it was "melting" infantry behind cover like it has some kind of special damage against them. In: COH2 Balance |
Thread: HM-38 120mm Mortar Squad is OP21 Nov 2021, 14:19 PM
Right. Let's cool it with the semantics for a moment here and realize that we're saying the same thing. I said "it isn't doing *more* damage", as in it's not doing more damage on a direct hit or something, it's still 60 damage. And I said "it just has better AOE". Now, if you think about that statement for a moment, you will realize that having a better AOE implies doing more damage over the area of effect. EDIT: I'm not mentioning the delayed fuse rounds because it's not applicable to infantry, because they can just move out of the way. In: COH2 Balance |
Thread: HM-38 120mm Mortar Squad is OP21 Nov 2021, 13:35 PM
Exactly. I think some people get a real placebo effect from the larger explosion visuals. It doesn't do *more* damage than the mortar, it just has better AOE. In: COH2 Balance |
Thread: Some Soviet vehicle abilities change ideas.18 Nov 2021, 20:23 PM
Focus on SU76 and T34/76 and T34/85. Why on earth do you want to change the 85 into an unholy T34/ JP4 combo? In: COH2 Gameplay |
Thread: M10s(wolverine, Achilles)' Reload bonus buff is not working18 Nov 2021, 20:19 PM
Is this based on the modding tools or an ingame test? The modding tools are 1,5 years outdated and cannot be used to review stats. Hold up, wait a minute. What do you mean by this? The mod tools contain the current stats of the units in the game, don't they? I've used the mod tools to make tuning packs and the stats look up-to-date to me. In: COH2 Bugs |
Thread: Can we revive Mechanized?18 Nov 2021, 19:51 PM
Am I the only one who thinks it's still the best or maybe second best US commander? Would love to hear top player's opinions on this but the top 200 popularity ranking is definitely not representative of its strength. I might not be a top200 USF player but I can tell you why it's most likely not popular and that's because it's not adding anything that the USF really needs. Like what do you get from the doctrine? Early light vehicle? Nice, but that's early game. Cav Riflemen? Cool close range infantry, but USF doesn't struggle in close range engagements. M3 Halftrack? An interesting replacement for the ambulance I suppose but it's a bit of a waste to be selecting a commander for an ambulance replacement. Sherman 76? Yeah I mean it's neat and all but it's a Jack-of-All-Trades unit in a faction 90% made up of them. Combined Arms? It's expensive and lackluster. Now that you've chosen this commander and the novelty factor's worn off; how are you dealing with the axis lategame units? They're tearing you apart at long range and your cav roflmen can't do a thing about it. How are you dealing with axis heavy tanks? Got another bounce from the 76 on the Panther, really regretting not having gone Jackson at this point. It's like a gimmick commander but the gimmick is sucking eggs. EDIT: Added the third paragraph. In: COH2 Balance |
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