
Profile of Strummingbird
Post History of Strummingbird
Thread: Croc price increase too much?28 Nov 2015, 12:08 PM
I haven't had the pleasure to play against or with the croc in the preview mod, but I suspect the range nerf + vet changes would be enough. In: COH2 Balance |
Thread: Balance Preview Patchnotes28 Nov 2015, 12:06 PM
1. Sure, but as OST/OKW you have access to better and bigger units aka Panther, KT. As USF or SU you don't. Incorrect comparison- for cost, USF armor is exactly as good as it should be armor / health wise, which is my point. USF doesn't suffer for lack of higher-tiered vehicles in the least (possibly in 3v3 and higher, but I never encountered problems even there while playing USF without EZ8 or Pershing). 2. Free squad does not matter that much cause you have to lay250/15 for ambu, which is more or less proce of 1 squad. Terrible comparison, since ambulance is infinitely more flexible than every other faction's healing (Base medics, medic bunkers, healing tommies, battlegroup HQ). It's also a bad comparison because you still bypass the ambulance until after LT / CPT and the light vehicle, which gives the early game strength that USF has in terms of MP spent on combat units. Superglue, again, access to shit armor. Still, I have use it maybe 5times and I was shouting at 1sec repair after Sherman hit my mine maybe 7times? On the other hand, I see smoke and bltiz every single game Seriously? The self-repair of USF tanks is the single best ability to augment the overall combat potential of vehicles in the game. I can't believe any logical player of any mode in COH2 will deny the immense strength of self repair. Source: Play the game, or watch replays of any single tournament game where USF is involved. See the turnaround time for USF armor after getting snared or heavily damaged. Play any other other faction and see how much MP in repair units just to keep vehicles operational lategame, and the required coordination with engineer units / repair stations... and see that USF vehicle play is totally devoid of this requirement. 3. Why would you give Rangers 2-4 BARs for XXX ammo if you can give them Thompsons? You ask for flexibility, the potential is there. Obviously some choices are more potent than others, and it would be detrimental to equip any unit with any mix of equipment. But it's downright stupid to be given the option, then complain when every single unit isn't as optimal as double BAR rifles. Which leads on to... 4. Double LMG/BARs are great piniatas to pick dropped weapons I hope you're being sarcastic, because this is a very stupid complaint. Seizing on the tiniest little flaw to nitpick, when it's clear to anyone who has ever played the game that the capability to double equip M1919 / BAR is extremely useful and keeps rifles relevant way better than any other baseline inf squad AND advanced inf like pzgrens... ![]() In: COH2 Balance |
Thread: Paratrooper/Ranger Grenade bug28 Nov 2015, 09:36 AM
I've been playing around with paratroopers recently, and noticed that a decent number of grenades thrown will bug out. Throwing animation plays, munitions are deducted and cooldown on ability starts, but no grenade is actually thrown. I'm guessing this has something to do with the cooked Mk2 grenade ability itself, since in the video below, Rangers can be seen with the exact same problem. I couldn't reproduce the bug reliably. It seems to be more likely to take place when the squad is in combat. Examples: https://www.youtube.com/watch?v=Xp51BO9b-VU 4:15-4:17 Test replay using Cheatcommands mod: thompson squad at 2:55-3:00, and leftmost squad at 3:27-3:30 It isn't much to go on, so I'll try and save replays of similar incidences in the future. In: COH2 Bugs |
Thread: Balance Preview Patchnotes28 Nov 2015, 00:50 AM
Vehicle crew but shit armor and health. Sherman has the same standard health / armor as all mediums barring the P4 (which has other downsides like cost, penetration, poor crush). Jackon's armor is on par with Stug / SU85 / Firefly. Low health is the unit's gimmick, in exchange for pen / dmg. Free squad - OKW has free healing and repair. USF has free repair / superglue with every single vehicle, which is a lot stronger than the repair truck. Free squad is also more important in the first 5-10 minutes, which was quite clear during USF release when the 200MP LT was causing balance problems vs wehr tech. Weapon racks - behind upgrade, force you to retreat squad to the base. Every squad? You mean RF or RE? that diversity RE Riflemen LT Rangers Paratrooper Pathfinder? Versitale infantry but no elite infantry. Double M1919 / BAR rifles are superior to everything short of obers themselves, even if you ignore paras and rangers. OKW in the balance preview definitely could use some looking at, but in terms of debating a point your arguments pretty poor ![]() In: COH2 Balance |
Thread: Can we put Eindhoven County back into automatch?24 Nov 2015, 11:22 AM
Disagree, at least not without rework. Problematic areas: House overlooking south cutoff, yet totally unusable by south player to defend due to lack of windows on northwest end made this a huge problem for the south spawn player. North side is open and is good for use of team weapons, but the south player backed into his base cannot push out with ATGs/MGs at all due to the clusterfuck of trees and hedges next to the detrimental house. One light vehicle can outplay 2 ATGs due to that layout. All in all, the map has potential but is quite wasted due to design issues on the south side. In: COH2 Gameplay |
Thread: KV-1 need buff23 Nov 2015, 13:52 PM
@Strummingbird you still should see my point. The justification behind his/your point is wrong. The KV1 is quite lackluster, so instead of giving it strong vet bonuses to totally screw up the cost / performance ratio when just called in versus after vet 2/3, why not just give it a flat buff to some aspect and call it a day? If anything, the vet 1 bonus should be the one to change to something more apt (same goes for all Soviet heavy tanks), not the other vet levels. eg. 960HP 290 armor, slightly reduced speed, change CP and cost to match, limit to 1 if necessary, vet mode = toggle to increased ROF at cost of speed. In: COH2 Balance |
Thread: KV-1 need buff23 Nov 2015, 12:53 PM
Incorrect. Heavy tank vet (Tiger, King Tiger, KV2, IS2, Pershing, KV1, Pershing, Comet, Churchill)= Vet 2: Increased turret rotation, increased range (+5), increased ROF. None of the multirole heavy tanks get armor or HP at this level (or at any vet level). Vet 3: Increased accuracy, increased mobility, increased ROF. Newer vehicles tend to get a grenade ability at Vet 2 or 3 as well. Tanks that get more HP / Armor with vet: P4, JP4, Panther, Brummbar, Sturmtiger, Stug. None of these are heavy tanks. In: COH2 Balance |
Thread: JPIV Cautious movement - Phaseshifting19 Nov 2015, 06:07 AM
Looks like the JP4 'cloak' is actually a hyperdrive that drops the whole vehicle into an alternate dimension ![]() In: COH2 Bugs |
Thread: Hope for USF AT-Gun?19 Nov 2015, 02:29 AM
It doesn't matter about having a large cone or high ROF, if it never penetrates most of the time and you have to used a munitions ability for it to be decent. What are the stats for the ap rounds any way? 1.5X penetration (115/125/140 -> 172.5/187.5/210) In: COH2 Balance |
Thread: Brit Command Vehicle18 Nov 2015, 07:02 AM
Not only is the recon plane free, and comes off cooldown seconds after it ends, it also has perfect stealth detection across its entire radius. I believe that's unique to the command vehicle recon plane, and that makes it extremely strong at denying snipers in conjunction with a sniper of your own. In: COH2 Balance |
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Latest replays uploaded by Strummingbird
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A 4v4 in a ruined cityby: Strummingbird map: Lazur Factory5-1,377
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