
Profile of LoopDloop
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Post History of LoopDloop
Thread: Feasible to go both t1 and t2 in teamgames?7 Aug 2017, 04:14 AM
Don't forget about guards. They scare the bejeesus out of luchs and 222s and still perform well against infantry, as long as you're aggressive enough that you can get 2cp before luchs or 222 rolls. |
Thread: Kick out 1vs1 maps7 Aug 2017, 04:10 AM
Halbe: too open, too much red cover for already fragile infantry. All action focuses on the central road, with little left for behind the frontline. +1 I don't like caen either because the design of cutoffs and resource distribution is wonky and tends to lead to more running around and playing single-squad whack-a-mole on squads trying to cut you off or take your fuel/muni rather than meaningful engagements. In: COH2 Balance |
Thread: UKF - infantry units6 Aug 2017, 17:47 PM
Necroooooooooooooooooooooooooooooooooooooo. Just some friendly advice, check the latest post dates to make sure that the thread isn't outdated. This is from two years ago lol. In: Lobby |
Thread: FBP Update v1.26 Aug 2017, 16:00 PM
I think that'll always be an inherent problem with the mortar pit, since it's a static emplacement. It sounds like automatic weapons will melt it from close range though right? The problem with ostwind is that it is that or a p4, which can fight tanks (which will be out at around the same time) and scales better with vet. It's like centaur for brits or sherman croc in coh1. In: COH2 Gameplay |
Thread: Why Only allies run with no cover problem5 Aug 2017, 01:10 AM
Why only allies? It's not only allies. Vetted volks with stgs are very good at it, especially since they have their flamenades, and in the beginning of the game, sturms can face rush in one on ones as long as they don't have to move through a lot of red cover, and the opponent's cover doesn't really matter there either. It's just a fact of the game that brute strength does exist for both sides, either through the nature of the unit or superior numbers or both. In: COH2 Gameplay |
Thread: FRP's in Fall Balance Patch4 Aug 2017, 22:31 PM
That wasn't even the point of the statement but ok. One dimensional thinking? In: COH2 Balance |
Thread: FBP Update v1.24 Aug 2017, 22:30 PM
Panther is already really good in teamgames especially if it gets vet. And yeah, scope. In: COH2 Gameplay |
Thread: FBP Update v1.24 Aug 2017, 22:24 PM
And because you literally don't even need to pay attention to the leig at all in order for it to kill stuff due to its range. Keeping it safe is another matter, but again, it's range and the fact that you're going to have a battlegroup hq as a strongpoint makes that easier. In: COH2 Gameplay |
Thread: FRP's in Fall Balance Patch4 Aug 2017, 21:01 PM
Wow combined arms beats mindless infantry blobbing. Who knew. That doesn't make FRP balanced, because by that same logic, volkschreck blobs, pre-nerf commandos, pre-nerf allied light vehicles, and pre-nerf maxims and live dshkas are balanced. Things don't have to literally break the game to be unbalanced. EFA doesn't even have them, so it's not like you need them for aggressive play (cough penals cough cough) but that also puts them at a disadvantage since they literally just can't have them (especially and mostly in teamgames). Also, some people who use frps actually know how to use infantry properly, which makes them even more powerful/OP. In: COH2 Balance |
Thread: FBP Update v1.24 Aug 2017, 20:15 PM
Nice that the pit and brace are being changed, and QoL is always great. As Luciano said, I think the Leig will probably be a lot more spammable, especially with the performance changes. At least it'll take a little more micro though. In: COH2 Gameplay |
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