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Post History of LoopDloop
Thread: Paratrooper question21 Nov 2018, 05:48 AM
IIRC 1 for 1 the paratrooper carbine is better than the riflemen garand at all ranges for a bit of a more tangible comparison. Paras' RA is complete garbage especially considering they come at 3cp and don't get any bonuses to RA until vet3 though, so keep that in mind. |
Thread: USF Tech Changes Mod Changelog19 Nov 2018, 21:20 PM
That seems like a good idea. I agree that LT + CPT is too attractive because of the quickness of the 2 free squads, but it should still be doable and that seems like a god way to do it. Another thing to note is that airborne really needs a rework now that it's plausible to get an at gun and an mg nondoctrinally at the same time, since it makes 40% of the abilities in the doctrine superfluous for the most part. In: Lobby |
Thread: USF Tech Changes Mod Changelog19 Nov 2018, 20:18 PM
Goddamn finally. In: Lobby |
Thread: What should I have done here?19 Nov 2018, 18:17 PM
In the early game I absolutely trashed this guy, was literally in his base and then he pulls out a double isg and and lets them go to town. Wiped my sniper (totally out of my control) with them and one of my IS (a little more in my control but still) in a matter of seconds and then just popped up his schwerer to cover them from any sort of push. I was completely at a loss for what to do considering there were still plenty of volks and an mg out there as well and tried an armor push that I probably could've coordinated better with infantry, not that it would've made a huge difference. I couldn't use my commandos very well all game because of that IR halftrack constantly revealing them either. I'm just completely at a loss for what to do against a static okw player with double isgs as a Brit. Even tried building a mortar pit (even though I knew exactly what would happen) and it just got evaporated by isgs. Replay: https://www.coh2.org/replay/84086/double-isgs In: Replay Reviews |
Thread: Double isgs19 Nov 2018, 18:16 PM
plz review. If there's anything I could have done better it'd be great to get that feedback. In: Replays |
Thread: Feedback for Commander Revamppatch10 Nov 2018, 19:33 PM
In this patch 3 new vehicles get received damage modifiers: I think the original philosophy behind making the kv1 that way when it was first implemented was to prevent it from being a veterancy pinata. In: Lobby |
Thread: Infantry Section stats and some other questions7 Nov 2018, 17:39 PM
Yeah I should have clarified 1v1. I like using them in teamgames and even do pretty well in 1v1s with them but it is undeniable that there’s a lot of factors that make the faction as a whole kind of shitty for most people to play with, most glaringly the lack of a lot of pretty basic stuff. I only really get by by making the absolute most out of commandos, which, at the risk of sounding a bit self-promoting, does take a ton of micro (point being that they’re very hard to use and not necessarily OP as a result IMO). And in terms of 1v1 win ratios they won like 2 matches in all of GCS XD In: UKF Strategies |
Thread: Artillery Flares of OKW's Special Operations Commander7 Nov 2018, 16:38 PM
Zeroing artillery is generally an overpriced ability that can become good only combined with an ability from another commander and even then mostly against static or slow moving targets. This is hardly a argument about how OP flares are. One should be actually asking for a better design of zeroing artillery than complaining about the flares. I was responding to distrofio’s assertion that somehow usf would be op if they had the same flares. Check the post I quoted if you want to see why I brought up zeroing I guess. In: COH2 Balance |
Thread: Artillery Flares of OKW's Special Operations Commander7 Nov 2018, 15:39 PM
Funny because rifle company has flares for riflemen and no one in their right mind uses that commander regularly. Also, if you’ve got multiple okw players, how is zeroing arty + flares not just as OP if not more so than flares plus an IL2 or 240mms? You’re ignoring a lot of parallel aspects of okw that are just as good with flares as usf would be. Also, did you really just call ukf howitzers “heavy hitting”? Lmao. I’m pretty sure p47s don’t need vision but I could be wrong. That’s been the justification for the Stuka at loiter being straight up better for years (which actually also synergizes well with okw flares too). In: COH2 Balance |
Thread: Just wanna bounce a build idea around7 Nov 2018, 15:31 PM
That's right, without the LT and .50s you'll just get outblobbed by the enemy, without that power spike and your HMG the enemy will just sit on your cutoff. Well that’s the idea behind going airborne. That way I can get a .50 at 2cp especially if I skip the third rifle in this case. |
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