While an 8.2 isn't really a bad score, looking at their negative points of the game is reminiscent of the Pokemon ORAS review, where they cited the game as having "too much water". Now in AA, they put auto-save only and unforgiving manpower system. These things seem to be a trend of knocking good games for troll-like unrealistic exceptions, which amazingly was not a problem previously and isn't really a problem at all. If you look at the COH2 review, they put "evil flamethrowers" and "few new ideas". I guess even then those are pretty stupid too, but I feel like it's getting worse now.
This is important because IGN receives a lot of views, which can impact the flow of new players to the game, which in turn affects how much coh content gets approved for development.
AA Review
COH 2 Review
Pokemon ORAS review
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:
United StatesNationality:
United StatesTimezone: 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: AA the latest victim of IGN22 Nov 2014, 23:57 PM
In: COH2 Gameplay |
Thread: how do you counter kubelwagon as americans22 Nov 2014, 12:19 PM
I do pretty much the same as steel. Once you start playing people that can dodge grenades, paying 25fu early on is a huge waste. Your better off with earlier light vehicles and bars. Get grenades later on. |
Thread: Stupid Flak HQ gun shoots beyond its range is it intentional22 Nov 2014, 12:13 PM
I doubt the range will change, just UI indicator. |
Thread: Schwerer Panzer Headquarters22 Nov 2014, 12:12 PM
Usually you'll want to distract him or draw his attention away before you start assaulting that building, if you can. |
Thread: Rifle AT Mines22 Nov 2014, 11:37 AM
Think they do like 20 damage. They also apply a debuff and any vehicle with a debuff that hits an additional at mine has a chance of engine damage/imobilized This sums up my problem with them as well. The low cost is completely defeated by needing the same or more to get the same effect as other mines, even then it's rng. In: COH2 Gameplay |
Thread: Obersoldaten and stuff22 Nov 2014, 11:29 AM
I would like Jaigen to tell us all how to fight obers with infantry, because it seems that using the games cover mechanics to your advantage yet that advantage not mattering, has something to do with player skill. I wish that gun would drop more from defeated squads, then I could likely get some mostly axis players on here complaining about how they lost their army in seconds because teamate lost a squad or the rng got them, then a rear echelon erased them. In: COH2 Balance |
Thread: Ambulance speed22 Nov 2014, 11:18 AM
I see that you have capitalized "pay". Last I checked, I had to pay for an ambulance. The ambulance is not more powerful than other medics. You can't even really quantify the medic cost for OKW, because they get it as a package deal. It's not mobile, but can be put in a good position, no delay on healing, a huge amount of armor and hp, and it's a shot blocker. It's a different cost for a different level of utility. So ambulance is op, because it can heal more than 3 squads at a time? It doesn't even stay active long enough to fully heal badly damaged troops. The ambulance can only do 1 thing and has limits placed on it's operation, so having a decent amount of acceleration proportional to a real ambulance is not something that will make balance worse. 250/10 is not exactly cheap for something that is going to take up your pop cap and not fight. It's actually pretty close to the cost of half-tracks without the teching cost. In: COH2 Balance |
Thread: Schwerer Panzer Headquarters21 Nov 2014, 18:50 PM
pathfinders and m20 have increased vision range so you can target aggressive ones easier. |
Thread: Rifle grenade madness after last big patch21 Nov 2014, 13:48 PM
My biggest problem is how it can be used against weapon teams, I think it's very cheap in that domain. In: COH2 Balance |
Thread: skill planes 21 Nov 2014, 13:44 PM
The p47 behavior has been defined over and over again. It doesn't just go around all over the map. You can escape from it. In: COH2 Balance |
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Latest replays uploaded by Vaz
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