Perfect example of soviet cancer returning in all its glory.
Dude goes 4 maxims into 4 guards.
Patch has done little but alleviate current problems and return all the all ones.
I am not necessarily saying soviets op but I have no interest in a cheese shitshow.
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Post History of skemshead
Thread: Soviet Cancer13 Jan 2018, 00:22 AM
In: Replays |
Thread: Helping Hans deleted Coh2 cause of allie biased patch12 Jan 2018, 23:22 PM
All changes are always included in patch notes aren't they. Only mods can answer for sure, and I was unaware of any At changes until watching tightrope stream last night and he said deflection damage was too high on guards and from in game performance that looked to be true. However, the real issue is how good guards are at AI because it gives soviets a very solid unit composition with very few weaknesses. Soviets have more than enough AI options with penals/ppsh cons/LV's and as such do not need their AT infantry to also be solid AI. There is a very good reason why guards are so prevalent this patch and its not solely Guard/Sniper synergy. In: Scrap Yard |
Thread: Helping Hans deleted Coh2 cause of allie biased patch12 Jan 2018, 11:20 AM
The problem is not even remotely the same. Guards last past were lacklustre at best vs infantry and average against vehicles, and that is why they were almost never seen. Now they are strong vs infantry and vehicles and as such are present in at least 70% of all sov builds(IME). The buffing of guards makes soviet strong across all builds now since they are effective in all roles. Nerf guards AI and the sniper issue will be greatly reduced because soviets will then have a weakness that can be exploited. In: Scrap Yard |
Thread: 1-2 sec lag after the last server maintenance12 Jan 2018, 08:55 AM
I notice this week that there is no ping value from celo. Certain it was fine over holidays. Anyone else notice this, or is my CELO just gone retard. In: Lobby |
Thread: Helping Hans deleted Coh2 cause of allie biased patch12 Jan 2018, 08:45 AM
Bias has NOTHING to do with it. My BattleServer ping according to CELO(when it worked)was around 230 - 245 and fairly constant all the time. So I have a certain degree of lag/input delay etc and I am not refuting that fact in any way. I am used to it and the game is quite playable. However opponents from certain countries cause the game to lag more, even though my ping is the same as always. You may wish to believe otherwise and may want to argue to the contrary based on your experience but I can 100% assure from 1000's of hours of gametime that certain countries do in fact lag the game(for what ever reason) and do so extremely consistently. In: Scrap Yard |
Thread: Helping Hans deleted Coh2 cause of allie biased patch12 Jan 2018, 08:35 AM
Why is this thread even a thing? What's the point in getting so wrapped up in whether Hans uninstalled or not? He rage quit; big deal, we all do that from time to time. If you're in the category where you think the game isn't fair, a simple solution exists: don't play it. And if you're still playing, well -- get back to searching for your next match. All this extra speculation is a waste of time. I would give you the same advice. If you don't like whats posted in threads then don't read it, and certainly don't reply. That said, too much focus was on hans when the issue is sniper guards combo being op. Also try playing axis this patch before casting opinions on people being salty from latest cancer to emerge. In: Scrap Yard |
Thread: Helping Hans deleted Coh2 cause of allie biased patch12 Jan 2018, 08:29 AM
Straight from patch notes : **Guards Rifle Infantry ** Guards are gaining slight adjustments to their damage against infantry and survivability on the field. Their grenades are also being improved to make them better in line with their intended role and performance. Received accuray from 1 to 0.97 PTRS damage vs infantry from 20 to 27 Grenade ready aim time from 0.625 to 0.125 Grenade cost from 35 to 30 New ability: Hit the Dirt. Replaces Trip Wire Flares. Grants 0.75 weapon cooldown and +2.5 range, but renders squad immobile. 2 Second delay, 25 second recharge recharge upon deactivating. In: Scrap Yard |
Thread: Helping Hans deleted Coh2 cause of allie biased patch11 Jan 2018, 20:54 PM
Certain countries lag more than others and more consistently than others. For me korea is the worst and almost unplayable, closely followed by China and germany. South america and england are at times bad but not always. Usa is also often bad which seems strange if the servers are in NY. In: Scrap Yard |
Thread: Helping Hans deleted Coh2 cause of allie biased patch11 Jan 2018, 09:37 AM
I agree with hans. "FUCK THIS PATCH" Its BS. And to all the know it alls that say why didn't more people contribute to the testing well let me just say this. It took me 5 games as ost vs sov to see that guards are op again and that snipers are still bs. Why is it so hard to understand. I just had a game vs sov player from china. So there is gonna be lag. Thats just a fact. He went con/3 penals/guards with mines and sandbags everywhere. Then T70 into kv1, although I went afk before kv1. I did manage several flanks and killed the spotter a couple of times but couldn't get a wipe. I had Halftrack to maintain field presence and that worked ok but guards and ptrs penal easily damage it. Finally a gren squad went retard and wouldn't get in a fucking house so i just gave up.. Point is, as ost I am microing and repairing and sweeping mines and repositioning mgs and double paks and halftrack, all with lag and building bug whilest the soviet player just spreads out and pushes forward with sniper in tail and unless he runs into mg or is out numbered he will win every engagement... The only real viable commander is lightning war because of g43 and sprint and even then penals can be deadly if you overextend even a little bit. Sov snipers have been utter cancer at times in the past and now we are seeing it again, mainly because guards are too good in combination with penals and snipers. In: Scrap Yard |
Thread: Garrison mechanics. Which do you prefer?2 Jan 2018, 03:35 AM
...you don't forfeit anything if there's no door on the opposite side of the garrison, or if the opposing squad approaches from literally any angle other than the one with the door, and even then, there's no way to be closer to the same door as the enemy -- your entire argument doesn't make any sense and isn't related to the core issue of garrison hopping. This is becoming pointless because you are simply incapable of articulating points I am putting forward or you are point blank ignoring them. House hopping is most effective when there are two doors, preferably with the 2nd door at the back. The back door allows you to exit and avoid any incoming threat, eg grenade, indirect fire and to a lesser extent flamers.The benefit of exiting at the rear is you do not receive any damage and the opposition cannot see what you are doing. This is the part that some people see as abusive. If there is only one door (and the attacking side should position in front of this door) then you are correct it is harder for the attacking side to enter but it is not impossible, rather it is a matter of positioning and timing, since the delay now prevents units exiting and re-entering as quickly. The other issue with single door houses, is you will take damage when you exit since you are exposed to units in front of the house. The more units present increases the damage you take while hopping in and out. Further more single door house cannot be held anywhere near as long as two door houses because when you finally exit the chance of you squad being wiped are far greater. The new changes do not automatically guarantee that the units exiting the house cannot re enter the house, its just not as quick as it was before and therefore less abusive. So when attacking garrisoned squads you need to be in position to take the house when the occupants exit. This can be done with a sole squad but there are numerous variables involve. It is easier with two squads because one squad flames or nades the house while the other squad approaches the house to enter at the same time the other squad exits. The changes are not intended to enable attacking units to just stroll up to the house and lob in a grenade and get a guaranteed return. That is never, ever, ever, going to happen so just forget it. Incase you didn't realize there is a little thing called trusight in coh2 that means certain houses have blind spots or very little warning to approaching squads. It is not competitive nor is it balanced if a garrisoned squad cannot see an opponent approaching or have sufficient time to respond. Everything you say implies that you are viewing this issue with tunnel vision. You seem to believe that it is some tactical piece of genius on you behalf because threw a grenade at a house and if your opponent somehow evaded you, well the games broken. Every situation is different and you need to adapt and change and not expect the same tactic to work everytime. The other thing you refuse to acknowledge is the effect that stronger explosives ( eg satchels/ gammon bombs/ bundle nades/ inffiltration nades etc) could have if house exit mechanics are increased. Honestly if you think people are still abusing house hopping, it may well be time to consider your own tactics because it is nowhere near as effective as it used to be. In: COH2 Gameplay |
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