Profile of LoopDloop
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Post History of LoopDloop
Thread: Paratrooper support squad super zook upgrade camo bug7 Apr 2020, 21:15 PM
Plz fix. Still bugged after like a year. In: COH2 Bugs |
Thread: Longest Patch Waiting time7 Apr 2020, 19:26 PM
stalling for heavy every game has become a global movement Because it's OP as fuck lol. In: Scrap Yard |
Thread: 60 range TD5 Apr 2020, 17:23 PM
You're free to believe that team weapons are redundant, but you're wrong. Combined arms (especially as ost) is really really important. Sorry you can't just build only infantry and tanks and win the game easily without ever being countered. I think the best nerf for TDs would be a firerate nerf. That would make them inherently worse against a giant spam of mediums while also making them still remain consistent against heavies. In: COH2 Balance |
Thread: CURRENT 2V2 META?5 Apr 2020, 17:05 PM
tiger In: Strategy Desk |
Thread: all these new smg units5 Apr 2020, 17:04 PM
please buff the infamous mg32 In: COH2 Balance |
Thread: USF Airborne Company5 Apr 2020, 17:03 PM
Ah yes Coh2, the bastion of realism. Literally find me one source of US riflemen taking 4-6 shots from a kar98 at point blank and not dying. Literally one source. I remember we've had a thread or two going over the possibility of 2CP Paratroopers. Even made a test mod for it too. Shocks, guards, and falls all come at 2cp, so not really. Seems that 6 man paras with weapon upgrades locked behind 3cp would be fine. In: COH2 Balance |
Thread: 60 range TD4 Apr 2020, 19:13 PM
Nothing is ever op, its just you is the prevailing attitude lately. There's this really cool thing called a pak. In: COH2 Balance |
Thread: What if we made the Flame Hetzer a useful unit? 4 Apr 2020, 18:56 PM
Wut. 1 raketen is trash, 2 are cancer. I fee like I see double rak just as much as other double AT guns and you cn be way more ballsy with them because they can just retreat. Super easy to 2 burst mediums with. In: COH2 Balance |
Thread: USF Airborne Company4 Apr 2020, 17:41 PM
Double LMG paratroopers + Jacksons are pretty strong tho. The problem with airborne in live is that it has 1 ability. Everything else is call-in units or weapon teams, which aren't by any means bad (even though 2/5 are nondoc lul), but it just doesn't have the variety a commander should. That's what makes it mediocre IMO. This wouldn't fix that problem. In: COH2 Balance |
Thread: What if we made the Flame Hetzer a useful unit? 4 Apr 2020, 17:19 PM
And you can totally lose a game in that 1-2 minutes, especially if you're already behind. Buffing it'd be a great way for a better player to steamroll a worse player even more than they already would anyway, without actually making it that useful in an even fight. That said, I think it's kind of meh.
I've never found the incendiary rounds or sturm flamers the least bit frightening at all. The incendiary rounds just don't do much damage to anything but I guess they at least cover a decent area. Maybe buff the firerate on the barrage to make it saturate an area quicker? I've found that a lot of times the shells will just scatter and miss and I'll just walk around them or pull back without ever even taking damage. Sturm flamers seem like a weird design decision too since volks already have a flame-related green cover counter that you don't have to give up a minesweeper and repair speed bonus for. The really nice thing about the rockets is that they are pretty much guaranteed to destroy team weapons fully. Definitely useful if you aren't in a position to destroy/salvage them yourself. In: COH2 Balance |
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