Profile of LoopDloop
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Post History of LoopDloop
Thread: Lol shocks.11 Feb 2017, 15:40 PM
How come they're so bad? They cost 390mp and 32 to reinforce but they struggle with vetted assgrens and volks at short range. Not saying they should be ubermenschen or anything, but when they close, wouldn't it make sense for them to at least kill something? Or at least a cost decrease to make them more like soviet troops (and cost eficient)? In: COH2 Balance |
Thread: Artillery Cover9 Feb 2017, 18:12 PM
Lul. My thoughts are that you sacrifice so much by picking tactical support (as opposed to vanguard or advanced assault, etc.) just to get arty cover and a strange call-in that gives you equally strange salvage returns, so it's basically fine. In: COH2 Balance |
Thread: Relic Winter Balance Preview v1.8 Update9 Feb 2017, 18:07 PM
I still think the aec is too unresponsive to serve as a sort of "flanker" as it's supposed to now that it can't really kill inf at all. Not so much "slow" as in max speed, but "slow" at responding, slow turret rotation, slow vehicle rotation, slow acceleration (exacerbated by bad pathing and -I believe- light crush), which will all probably lead to it getting fucked if it attempts to flank anything with more firepower than a pioneer squad, while not actually killing a target. Just my initial reaction, I haven't played with it much in the wbp. Thoughts on that? In: COH2 Gameplay |
Thread: Artillery Cover9 Feb 2017, 00:44 AM
I think, and this is just my opinion, that the doctrine was solely chosen because of that single ability, and for nothing more, everything else in it is sub par and from MY personal observations is VERY rarely used. Most of its abilities are not really that useful in a practical game. I mean, really? Two squads of salvaging REs at 4CP? Airdropped team weapons? Most people would rather use commandos or land mattresses, and it doesn't really fill in for the brits' weaknesses like other docs do. It would be cool if it was usable though. In: COH2 Balance |
Thread: 39min to bring down one bofors..8 Feb 2017, 14:58 PM
Remember that op is extremely axis biased. You should look at his post history. It'll give a good laugh. In: COH2 Gameplay |
Thread: 39min to bring down one bofors..8 Feb 2017, 14:55 PM
First the guy lost the game and had pretty poor map control. Sure he dragged the game out what did it achieve? Nothing. +1 In: COH2 Gameplay |
Thread: Skill Based Abandoned Vehicles 8 Feb 2017, 05:20 AM
Yeah I feel like this is probably the case. In extraordinarily messy battles I sometimes even miss when my units get wiped and wonder where they went. In: COH2 Gameplay |
Thread: Stuka dive bomb8 Feb 2017, 05:19 AM
I believe that the wbp is removing the ability to base-bomb with the stuka now though (thank goodness). In: COH2 Balance |
Thread: Stuka dive bomb8 Feb 2017, 05:18 AM
Even if you pick the right place where the stuka strike is coming down its AOE is unforgiving given pathings tenancy to be so forgiving *cough cough*. To note as well, if its not ridiculous for something with only a loud noise for warning to have a high AOE then the B4 203mm should be rebuffed with a slower shell speed. Then when players hear the B4 boom they can use the mega easy stuka dodge tutorial of "oh its easy I have 10 seconds to guess out of my spread units during this players push which one of mine is the target. Yeah that too, if stuka strike is fine without a visual indicator, shouldn't B4 be usable again? In: COH2 Balance |
Thread: Skill Based Abandoned Vehicles 7 Feb 2017, 23:40 PM
I think only certain weapons/abilities should cause abandons so one knows when they can get the abandon critical to go off and so the opponent can better judge when they should dive in or not. What if like, throwing a grenade at a vehicle with engine damage and X amount of health (or something like that) would cause the vehicle to be abandoned? Might need some more in-depth thought as most units with snares also have grenades tho, and ost riflenades would be abandoned vehicle heaven. In: COH2 Gameplay |
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