Profile of What Doth Life?!
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Register Time: 12 Jun 2013, 05:44 AM
Residence: United States
Nationality: United States
Timezone: America/Los_Angeles
Register Time: 12 Jun 2013, 05:44 AM
Residence: United States
Nationality: United States
Timezone: America/Los_Angeles
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Post History of What Doth Life?!
Thread: Newbie tactics, Veterancy 3 T7020 Dec 2013, 00:33 AM
Neither of us is super good but I felt like this was still an interesting match up. In: Replays |
Thread: akosi's strategy19 Dec 2013, 21:01 PM
This is easily one of the best games of COH2 I've seen. In: Replays |
Thread: 42 Kill Penal Squad18 Dec 2013, 06:03 AM
El Rammstein was testing out a Gren only strat against me which is probably the only reason I beat him I just started using Penals and this is the first time I've really got a good flow going with Merge throughout the battle. I also get vet 2 with my T70 which you can see if you watch with fog of war on, its Recon mode gets very effective. This is also my first game since they fixed Radio Intercept at 0 cp's and you can hear it on replays! Keep your eye out for Rammsteins hero Pak that kills my sniper as well as about a million tanks. Lastly, You can see the added durability from the 5% extra armor bulletin for the T70 around 10:30. In: Replays |
Thread: A couple suggestions17 Dec 2013, 01:49 AM
Did any of you catch PQ on the last SNF explaining that MG window change time in garrisons is based on their reload time? This means their bulletin for 10% reload will make them switch faster. He elaborated that Relic wants to keep some of these more subtle interactions hidden from the players for them to find out... I find this confusing when Relic is saturating my ears with the phrase "Data Driven" yet they are keeping data, that affects gameplay, hidden from the players. Edit: So I'm wondering if the armor penetration bulletins in the game only penetrate vehicle armor more effectively or if it transfers to infantry armor as well. In: COH2 Gameplay |
Thread: A couple suggestions16 Dec 2013, 10:36 AM
I just got finished watching the last SNF and it was really nice to see players using some alternate units and strategies. I think the CP changes and building modifier changes have been a great change to bring the game closer to being great. I have a few ideas, some I have mentioned in other threads so please forgive me if I repeat myself. - Ability to shift queue Conscript merge ability. I want to merge, then retreat, or merge then advance to a cp but right now conscripts just stop after merging. - Toggle reinforcing and repairing. The same as DOWII "overwatch" ability: right clicking the reinforce hot key will auto-reinforce whenever the squad is in range. Likewise I'd like to see this ability transfer to repairs. -Victory Points aren't objects. Since VP's don't provide any cover the only thing they do by being objects is completely screw up vehicle pathing. The center VP on Semoisky is the perfect example as it can get your vehicles killed lickety split by trying to maneuver them near the church. - Hold Fire for all units. This is elaborated on in this thread: http://www.coh2.org/topic/11832/hold-fire-for-all-units - Single Panzershreck upgrades on Panzergrenadiers. Allowing for more flexible play at 60 munitions each for up to two Panzershrecks. - PTRS rifles as a munitions upgrade on Guards. Putting Guards in a more flexible role in line with Panzergrenadiers, they would spawn as a much more mobile unit. This may tread on Penal's territory but I think Penals access to great shock weapons in the flamethrower and satchel charges and their lack of armor sets them apart from the Guards. - Commander specific weapons benefiting from related global bulletins. Bulletins that include both factions applying to their respective call-ins like Dushka MG, Ostheer light vehicle transports and mortar halftrack, 120mm mortar and Pak43. -Opel blitz truck being granted some sort of veterancy abilities. Otherwise just remove the superfluous vet on it. -Panzerwerfer and Katushya able to do normal barrages or fire individual rockets. One of the bulletins specifically references how this was done yet we are not granted the ability. Not cool. -BONUS- While Peter Qumsieh was co-casting with Ami at one point he mentioned a sector of the map and activity going on there and said (paraphrasing) "I wish we had a way to ping the map to show each other the area we are talking about while co casting COH2." Even Relic employees are frustrated with no observation mode In: COH2 Gameplay |
Thread: 2v2 Spamfest15 Dec 2013, 01:14 AM
Then you're doing it wrong. Make this after a loss? Using a mic certainly helps too. In: COH2 Balance |
Thread: Hold-Fire for ALL units13 Dec 2013, 21:41 PM
While AT guns are the obvious candidate for hold-fire, imagine having your shocks or assgrens hiding behind a building with hold fire while shift-queue'd units walk by them unbeknownst. If you have an mg or at gun waiting past them you can really get that pincer flank going and capitalize on their short range effectiveness. Also Ostheer ambush camouflage could really benefit if your unit could quietly wait for just the right moment to fire. Or just stay hidden while providing scouting/spotting information for your indirect fire. In: COH2 Gameplay |
Thread: Here's your f-ing Tiger Relic (replay)13 Dec 2013, 08:34 AM
There is another reason why I hate the Tiger, balance arguments aside. It goes against the nature of CoH, which was to fight hard all through the game to hold on to points or territory. It's not an RTS where you sit there vetting up and saving resources to pump out a super unit to blow up the enemy army. Exactly +1 In: COH2 Balance |
Thread: Congrats, you got me playing again12 Dec 2013, 23:38 PM
Turning Point is where everything started to gel but the DLC commanders completely overshadowed all of the balance and vet changes. This patch builds off it the last one perfectly and if patches continue down this trend I think we will all be very happy. Things I'd like to see in the future: *Hold-Fire for all units *Fully customizable hot-keys IN-GAME *Observation mode -Fix Radio Intercept bug -Fix Mechanized Grenadier Panzerfaust bug -Moscow Outskirts back on 1v1 automatch -Tiger Ace incoming and outgoing damage buffed and nerfed respectively -Ostheer teller and Mine-Field minor cost reduction -individual Panzershreck upgrades for PGrens -PTRS upgrade for Guards optional -Toggle button for moving turret on vehicles -Fine tuning of bulletins -The ability to rearrange our commanders in the menu In: COH2 Gameplay |
Thread: PTRS as an optional upgrade on Guards12 Dec 2013, 11:47 AM
Guards have more armor and a grenade instead of satchels. I think being able to go pure rifles with them would parallel PGrens and Shreck upgrades in a nice way. In: COH2 Gameplay |
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Mobile Defense Axis "Mechanized" vs. The Red Terrorby: What Doth Life?! map: Einhoven Country1-965
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