
Profile of Vaz
General Information
Last Visit Time: 24 Dec 2024, 22:11 PM
Xfire: Elitevaz
Steam: 76561197983031652
Residence:
United States
Nationality:
United States
Timezone: America/New_York
Game Name: Vaz
Last Visit Time: 24 Dec 2024, 22:11 PM
Xfire: Elitevaz
Steam: 76561197983031652
Residence:

Nationality:

Timezone: America/New_York
Game Name: Vaz
Signature
29 Jul 2014, 12:16 PM by siuking666:
T34/76 is NOT a joke on my hands; Maybe on your hands you make it suck shit? but on me, No. I can kill a stug with a little micro, go toe to toe with a Panzer 4. Is it a joke? LOL T34/85 is apparently a very good tank. But no one says it "one hit wipe" or elefant penetration; up to a point i think this little medium tank just have too much health and too much firepower with that fuel cost.
Post History of Vaz
Thread: Relic Winter Balance Preview v1.3 Update17 Dec 2016, 14:00 PM
Tier2 USF does have a reliable counter to halftracks. The .50 does really well. In: COH2 Gameplay |
Thread: JP4 sight range12 Dec 2016, 01:42 AM
what cone vision? My JP4 sees 360, I must be missing something. I kind of would like them to do vision cones for all tanks. People would have more reason to support with infantry, instead of wreckless charge. Tanks can't see behind. Open tops 360, fully enclosed 120 or so. In: COH2 Balance |
Thread: JP4 sight range11 Dec 2016, 17:44 PM
I noticed in a game I was playing that the JP4 has the same sight range as a vet1 m20, which is really strange for a low profile vehicle. This game seems to have things reversed in regard to tank destroyer vehicle designs. The low profile destroyer can see far and the open top can't. The whole point of the open top was for sight range. Yes this includes the Ostwind, it should see farther than a regular tank. The JP4 is already pretty damned amazing with long range, excellent penetration, really good frontal armor, and a decent firing range. I found that once the m20 could see the JP4, it was over. I'm talking the vet1 m20 with the extra sight range. Only a lucky miss of one of the 2 shots would save it. In: COH2 Balance |
Thread: Disarming of Mines11 Dec 2016, 17:25 PM
I shouldn't be possible to disarm mines while in combat. I think it's ok with mines being detectable and passable. Actually removing the mines should require not in combat status. Removal is done in about 1 second too, which I think is way too fast. In: COH2 Balance |
Thread: Workshop Automatch11 Dec 2016, 02:57 AM
It would be nice to have an automatcher for workshop content. At the very least for the Official balance previews. It doesn't need to keep track of a ladder. Just matching people up. I suppose a ranking would be good if the population was higher, to prevent n00b beatdowns. It should be pretty easy to implement I would think. In: COH2 Gameplay |
Thread: Unranked Automatch Hack15 Nov 2016, 04:24 AM
I have played a few games with Brosras in 2v2 recently where his arranged team that is actually ranked number 1 (allies) comes up on CELO as unranked. I investigated his match history. It appears their games are usually against ranks far beneath theirs. I think there is something fishy going on here. They are somehow blocking their rank from being used to find appropriate matches. Please answer me this: What rank is equal to or above 1? In: COH2 Bugs |
Thread: Detecting tellers with no minesweepers11 Nov 2016, 18:32 PM
I get so upset in team games when I see players choose my mined locations to fight on. Like my teamates park their tank on my m20 mine and just sit there. First time they are hit with an antitank weapon, they are stuck there with 15% health like a dummy. It happens a lot I will look over and see disabled allied tanks sitting where I put my precious m20 mine. In: COH2 Bugs |
Thread: Replay request for the Infrared Halftrack bug11 Nov 2016, 16:37 PM
IIRC: Laser? I don't think they have laser, you must mean spotlight. In: COH2 Bugs |
Thread: Detecting tellers with no minesweepers11 Nov 2016, 16:30 PM
I think it should be fixed, but it adds to the attention debt of your opponent if they choose to attempt a scan. It will be highly error prone, especially if you are very good with mine placement. You know, if you place it at a road intersection or some popular area. One thing that is crucial to mines, is maintaining confidentiality. To me the payoff for laying infantry triggered mines is not very good. They were nerfed and now I'm lucky to knock out 2 entities from a squad at a cost of 30mu. So really what I want to do is lay the anti tank mines. 60 mu to make a sitting duck out of enemy armor is a great deal. That said, I try to make sure mines are laid in secrecy. If I can see an enemy with my mine layer, I'm cancelling the build and going somewhere else. I would hope they go over to the spot and try and detonating the mine. Axis players will usually be ok dropping a 45mu grenade to cancel it out. Well if the build was cancelled, then they waste their resources. Another thing is, laying mines on your flanks. Usually sweepers and advanced scanning is not going to be done on the flanks, since there is no time. If you have a good bait unit, it will still work in the presence of detectors, since they aren't going to bring them all the way to the flanks or the element of surprise is ruined. I find that for allied players, this is a game ender for your axis opponents in low morale team games. Especially if you use that sniper tactic of letting it sit there disabled to draw out other vulnerable forces that come to it's rescue. In: COH2 Bugs |
Thread: P47s and Stuka Loiter10 Nov 2016, 18:40 PM
I had to stop playing airborne after the p47 became worthless. It misses so much and with OKW getting AA with tech, the planes get shot down if they are there. Try to keep some AA around so the plane doesn't follow you around the map. Even an m20 is enough to shoot down the planes. In: COH2 Gameplay |
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