Profile of What Doth Life?!
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Register Time: 12 Jun 2013, 05:44 AM
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United States
Timezone: America/Los_Angeles
Register Time: 12 Jun 2013, 05:44 AM
Residence:
United StatesNationality:
United StatesTimezone: America/Los_Angeles
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Post History of What Doth Life?!
Thread: AHK script stops working in midgame21 Nov 2015, 06:19 AM
If it's in your startup you never have to activate it. It will turn on when your computer boots up. In: COH2 Gameplay |
Thread: New and improved USF Recon Company idea(s)21 Nov 2015, 06:17 AM
i would rather just change it so the paratroopers are the same as in the airborne doctrine, you get to choose your upgrades, and the AT gun comes manned already. 3 CP standard Paratroopers has been what I thought the doctrine needed for a long time, and I'd be totally happy with that. The change in the December balance mod for Stormtroopers in tiger Ace commander is the same idea: some redundancy is good. But I realized USf used plenty of gliders and having one to reinforce your IR Pathfinders and keep bombing an OKW truck would be Nirvana ![]() In: COH2 Gameplay |
Thread: suppression and the OKW...21 Nov 2015, 04:53 AM
I find it a bit odd that both commanders that give OKW an MG34 are the same commanders that give the flak emplacement and MG bunker... seems like overkill and that suppression could be spread among commanders. In: COH2 Balance |
Thread: AHK script stops working in midgame21 Nov 2015, 04:52 AM
Do you have this as your first line in your script?: #IfWinActive, Company Of Heroes 2 This will make it so your script ONLY works when COH2 is the active window. If you also put your script in your startup folder you will never have to worry about it. In: COH2 Gameplay |
Thread: New and improved USF Recon Company idea(s)21 Nov 2015, 04:48 AM
that i&r arty definitely need reduction in cost as well as the combat group and that i&r arty looks sexy btw IR cost is fine. Any cheaper and it would absolutely nullify any forward placed SWS trucks. Combat Group is straight up bad. Replace with Glider that Spawns a Paratrooper (paratrooper officer?!) and reinforces your army/builds Paratrooper squads/drops BARs and Zooks (increase cost) In: COH2 Gameplay |
Thread: New and improved USF Recon Company idea(s)21 Nov 2015, 04:35 AM
My thoughts on the doctrine: I figured something like 500 mp, glider drops, normal (Airborne 3 cp) Paratrooper drops from it (why the hell do the recon Paras get m7 mines instead of regen wtf?!?!?!) with NO 57mm. GLider mirrors the Brits with reinforce and low health. In theory a para-drop 57mm let's you skip Captain tier but in practice it's garbage, absolute hot-trash. Just make it the same Paras as Airborne to give us some overlap and consistency. In: COH2 Gameplay |
Thread: Epic Wehraboo comeback21 Nov 2015, 04:11 AM
For those Stug III, Panzer V, Stuka, and/or LEIG fan-people out there here is an epic game vs rank 100 and better arranged team. IMO 3v3 is an awesome sweet-spot for MP matches since the Allies can pick all three factions making for some diverse and dynamic fights. Oddly enough, this was both of the teams first and only arranged match together... In: Replays |
Thread: Lend-Lease is OP: Exhibit A - 21 Nov 2015, 03:13 AM
Now that the DShK is functional Lend-Lease must be nerfed! The M4C is WAY too good for a call-in, Supply Drops cause way too much intertia and hell, nerf all of Soviet's non-doc choices as well! ![]() In: Replays |
Thread: New and improved USF Recon Company idea(s)21 Nov 2015, 02:26 AM
I'll try to keep this brief. 1 CP Forward Observers: now that the bugs are fixed I like this ability. the only change is to display the icon while a rifle is garrisoned. EDIT: Combine this ability with Riflemen Flares from Rifle Company since neither ability is worthy of an entire commander slot and they're both recon related. 2 CP IR Pathfinders: These guys leave something to be desired, but for 210 mp I think they are fine too. 3 CP Greyhound: This needs to have the main gun upgraded to the same M3 37mm (thanks BeefSurge) gun that the Stuart has just like IRL. The shot blast could use a slight buff too but the main gun is what will make this unit viable. 4 CP High-Altitude Recon: Another ability that is fine. They can't be shot down for those who don't realize this. 7 CP Combat Group: Here's the real candidate for a serious overhaul. I was playing with a UKF mate and it dawned on me: change this into a glider call in that brings you one Paratrooper and lets you spawn new Paratrooper units and as a forward reinforce point instead of the God-awful unmanned 57mm and two bazooka squads. What do you think? In: COH2 Gameplay |
Thread: Self Destruct Trucks Shouldn't Suck!20 Nov 2015, 04:07 AM
Preview patch removes self-destruct all-together. It serves no function. In: COH2 Gameplay |
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Latest replays uploaded by What Doth Life?!
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Mobile Defense Axis "Mechanized" vs. The Red Terrorby: What Doth Life?! map: Einhoven Country1-1,138
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