Profile of Rocket
General Information
Email: wbafnyrf0(qtt)tznvy.pbz
Facebook: https://www.facebook.com/jonathan.sales.79
Twitter: @JonSales5
Steam: 76561197972942793
Birthday: 1987-01-23
Residence:
United States
Nationality:
United States
Timezone: America/Indiana/Indianapolis
Game Name: Rocket
Email: wbafnyrf0(qtt)tznvy.pbz
Facebook: https://www.facebook.com/jonathan.sales.79
Twitter: @JonSales5
Steam: 76561197972942793
Birthday: 1987-01-23
Residence:
United StatesNationality:
United StatesTimezone: America/Indiana/Indianapolis
Game Name: Rocket
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Post History of Rocket
Thread: Why is the OST mortar's ROF so high?25 May 2017, 05:22 AM
There is with out a doubt something going on with it. Idc what the stats say there is no way its less accurate than the soviet mortar or the turbo ROF does have something to do with it, half the time the first shell lands directly on the sqaud and lots of times like rifles will leave them with 1 or 2 members with slivers of health that easily get picked off. It also feels like it tracks targets as if the shell changes its trajectory in mid air and fire from fow by itself In: COH2 Balance |
Thread: Wehr is screwed this patch25 May 2017, 00:17 AM
Lmao we know exactly why!! or at least i do #1 OKW vet 5 bullshit that only worked the way they were originally designed. Since then from all the tears they now have full income still do not pay enough side tech as allies, any weakness the faction ever had were patched in (pz4, incendiary grenades, mg34, volk wep upgrades that should take away far distance dmg for near distance dmg but actually do the opposite and slightly increase far dmg). The fact that they still have salvage but benefit from ost fuel caches. Mostly vet 4 and 5 infantry 30 mins into the game that can stand on cap and literally ignore anything other heavy artillery. That no allied infantry can from then on fight anymore bar maybe vet3 paratroopers with 1919 or vet3 rangers with 3xbars. Also adds to there infantry having hardly any mp bleed why your mp bleed continues to go up do to other late game units etc. #2 Super tank destoryers ele and jagdt that only require one on a 2v2 team to completely take away the other teams armor capability, why having almost zero downfall being in great doctrines as well as not only do they get super range, armor, hp, and have plenty of speed to stay out of danger when they have that much range. Idc about the cost all of those things FAR out way there benefits and capabilitys. #3 sturm tiger, what do you really need to say, can one shot pershing and comet, as well anything else in the nuclear bomb target area while doing it from FOW. So power full just knowing its even on the field somewhere completely changes the game even when its only fired once vs tanks and infnatry. Also super hp, armor. #4 The fact they above and the KT can be called in more the once (this is why TA remains balanced). If you make a huge play and actually take out one of the above, another one is on the field 2 minutes later. They have all the tools necessary with out super tanks like allies for a one time call in to be fine. #5 Ost callins over preforming, Stuka nuclear bomb ninja buffed when they nerfed CAS, no flares, glitchy sound at times, even tho it cant be used in base now aoe is way to huge on immediate retreat your probably still fucked. 1v1 maybe more balanced but 2v2 a lot more is going on. At least give it a damn plane that can be shot down? CAS loiter, Often times chases targets way out of the target area, target area in general is huge, can engine dmg and crit vehicles as well. I think of it as autowin tank battles for ost, even when you make a big play or they just fuck up and you take out there tanks while your tanks are retreating its going off and kills them all before they can escape. In: COH2 Balance |
Thread: sturm pio long range dmg9 May 2017, 22:08 PM
I've noticed this for a while, they do quite a bit of dmg at long range, more than they should considering there other advantages and the fact they are a starting unit. What adds to it is there super close range dmg as well for some reason they also get super speed? They also seem to have pretty crazy survivabilty right from the start. 2v2 for instance some maps they can beat you to say both houses guarding fuel, or even if you get the house first with engis or RE they can run up from max range maybe lose 1 model, and easily win and force you out of the house, or with there super speed play the ring around the rosey game taking advantage of low window numbers or just the time your inf takes to reset in the house and even beat rifles or scripts easily. Even the fuel on your side of the map they can normally get there if they rush from the start, make kubel, it fast caps the map, make volks to go take the house from sturms, sturms will likely be able to hold the house because for some reason it feels like okw units take no dmg while in houses. They need there speed nerfed or something to make it less brain dead okw play so they actually have to be sneak or flank to get sturms in close range instead of just running up to units and yolo ftw or running up to green cover and being able to win at medium range-long range. Okw has no disadvantages anymore in any part of the game which is why ive been wondering they still have vet5 terminator inf and super heavy tanks that give them a super late game advantage. In: COH2 Balance |
Thread: grenades4 May 2017, 15:17 PM
I wouldn't have munitions either if I had skill plane call ins like theirs and stuka bombs. In: COH2 Balance |
Thread: Teamgame dominant meta4 May 2017, 14:54 PM
Get rid of OKW vet5 bullshit that helps hand them the win simply because they managed to keep there infantry alive even though they might of been losing all game. It ruins 2v2 modes no allied infantry can stand up to theirs aside from maybe vet3 paras. The only thing that can really even touch their infantry at that point is heavy artillery. In: COH2 Balance |
Thread: My thoughts20 Apr 2017, 16:35 PM
No maxims are used as a front line unit because scripts cannot hold the line against blobokw and your not going to have penals. Yes lets make them 4 man that way incendiary or rifle nades guarantee a wipe. So you can be free to volk blob. Maxims are fine how they are currently. In: COH2 Balance |
Thread: Command Panther teamgame balance28 Feb 2017, 18:18 PM
Command panther is pretty broken in 2v2. It in combo with a teamates jagdtiger or elephant is broken as shit it means you dont get to use any armor but they do. Double comets is not going to do crap with those two combos or even command panther in combo of a teamates KT because as soon as they apear to get a shot in there gonna be at half hp instantly. It also near impossible to try and flank the command panther or any axis armor with cmd panther on the field because of cheap spammable flares that can be used anywhere on the map and the cmd panthers vision itself. The flares should be like riflemen flares and have to be deployed by volks. In: COH2 Balance |
Thread: USF emplacement8 Feb 2017, 18:01 PM
... You do realize how long it takes to shoot down a fighting position with small arms right? Shit, if you let your opponent just sit next to it all day plinking away with rifle fire you deserve to lose it. If ithe fighting put is at full health and its just one squad yeah it takes a bit, but just one sturm or falls behind it at close range can kill it realitively quick especially if you consider maybe it took dmg from an incediary nade or regular nades(it takes way more dmg from reg nades then axis bunkers) or mortar fire or liegs or what have you. Then they can kill it in almost no time. Regardless it dosent matter how many small arms units i get behind a bunker with little hp left it wont make a difference, and i dont really have a problem with that, its dumb tho it can happen to the fighting pit. Yeah RE can throw rifle nades really not that effective tho bunkers have there own perks like being able to be turned into reiforcement and healing. In: COH2 Balance |
Thread: USF emplacement8 Feb 2017, 17:20 PM
@Rocket Wait....are you saying you want emplacements to get an overall buff? All that is going to do is cause static game play all day. Thats not true at all i use them all the time sturms and falls easily beat the RE inside it and then can destroy the fighting position realitively quickly wich has actually fucked me over a few times as i could not get rifle support in time and it dosent matter anyway small arms shouldnt dmg the fighting pit at all imo if im going to spend mp and munitions to build one it shouldnt be countered that easily with them not investing and doing nothing. Or say maybe they just garrison a building next to a fighting position. Sometimes ues the RE will throw rifle nades but there not brain dead they just jump out and back in. Same with them throwing them at units outside the position... They simply move away from the rifle grenade. There is no reason why small arms should do dmg to fighting position at all. Small arms dont do shit to axis bunkers.. Btw how much dmg does conscript molotov to do them last i remembered it was very litte if at all (incendiary nades almost kill positon with just one) No not encouraging static gameplay really but okws flak emplacement should be more usefull and so should USF pit more on par with ost bunker. The .50 cal is ok but it cannot really stop big blobs because of it comming late and fighting infantry already vetted. I use usf emplacement almost every game its a huge deterrent to stop fuel harrassment or muntions then you just got to be ready to have a counter for 222 or luchs when it comes to destroy it. Late game it can be great at helping to win those matches that come down to close vp points. Im not sure why a fighting pit is really deemed static gameplay i guess because it cant move and has no pop cost? But what do you call axis mgs that can actually pin entire blobs in a couple burst and camp on their fuel or vp?? Hell the fighting pit is way more easily countered than both 42 and mg because they can move and it cant im not talking about the bofors here. In: COH2 Balance |
Thread: Stuka dive bomb7 Feb 2017, 20:04 PM
Wich is why just smoke flares alone would help to see where the bomb is going to hit if i want to try to escape instead of bein forced to retreat. Usually its the first one they drop that gets me if i make a mistake or they make a good prediction or cannot hear it in time, in 2v2 the arty okw flares are a huge problem because there super spammable so it could be comming from an ost teamate at any time. Unlike regular rcon where i can expect the possibility of a call in. To be hones i think arty flares are a bit op, especially in 2v2 makes it about impossible to set up any suprsing flanks, mines, etc. Not To mention it comes with command panther even adding to the vison. They need to be like riflemen flaires where they can only be fired so Far from a volk squad. In: COH2 Balance |
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