Profile of ThoseDeafMutes
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Post History of ThoseDeafMutes
Thread: Patch notes 14th Jan16 Jan 2016, 09:57 AM
Small change after new years is fine, they've been on balance holidays for weeks. Feb will be larger, but hopefully not TOO large because people complaining about major overhaul patches are totally correct, it's super hard to change 50 moving variables all at once. In: COH2 Gameplay |
Thread: M10 Achilles. Yes or No?14 Jan 2016, 10:08 AM
I wanted the Achilles instead of the Firefly initially in the game. I'd take it as a doctrinal thing maybe, but it's not really that necessary. In: COH2 Gameplay |
Thread: 2v2 Double Brits Guide14 Jan 2016, 05:52 AM
It's pretty absurd to be in a situation where British team games rely on taking out the enemy before they get their momentum up. Like it's such a late game faction by design and if you need to take advantage of the fact that Cromwells can arrive reasonably fast to be competitive in team games with it there is definitely something wrong with the faction overall. The British DO suck, even if this one strategy is viable competitively. Will be testing it out later on anyway. Hope it goes well coz I'm sick of losing. In: COH2 Gameplay |
Thread: A way to nerf calliope without overnerf11 Jan 2016, 01:06 AM
I feel like I live in an alternate universe because all I see is axis QQ about calliope when even using it in my loadout, my partner and I are on a 6 loss streak and can't seem to catch a break as double USF D: I clearly have become too old to play this game since. I turned 25, my life is over, I will be booking into a retirement village. In: COH2 Balance |
Thread: Can We Return the KT Requirement?10 Jan 2016, 07:37 AM
I don't ever recall destroying the trucks preventing it they only had to be built at some stage. Not even simultaneously. I support requiring all three trucks. OR, if we're adding side-grades, then making it so all three side-grades are required (each sidegrade would be like 15 fuel or 20 depending on how good they were). In: COH2 Gameplay |
Thread: Post Game Co-op Replay watching25 Dec 2015, 04:11 AM
yeah my mate and I get de-synced any time one of us forgets we shouldn't click on another player's units, coz there's like this quarter second freeze or something when the game switches. Or just randomly, coz someones one machine stutters a bit but not the other. Multiplayer replays would be excellent. In: Lobby |
Thread: Return Rifle Company vet call in with fuel cost?24 Dec 2015, 03:56 AM
I feel like the description was left over from before they decided to make them close range experts. In: COH2 Gameplay |
Thread: Pak 43 vs 17 Pounder Population costs.24 Dec 2015, 00:55 AM
Both at 12 or 14, so I voted for 14. IIRC the 17 pounder doesn't even go through shot blockers, is that correct? In: COH2 Balance |
Thread: Calliopes21 Dec 2015, 11:01 AM
Yeah I could definitely go for more spread on the calliope and a single large barrage instead of katy waves. It's super potent for wiping squads if you aim them well from a reasonable distance, but it's also kind of worthless at blob control because it's "too" precise as well. Less precision squadwipes, but more blob damage would be great. In: COH2 Gameplay |
Thread: Sherman Firefly21 Dec 2015, 10:26 AM
Um what. It would be a Cromwell with less speed, substantially more penetration, a slower ROF, increased range, with less AI performance, which can launch rockets. In fact it wouldn't be like a Cromwell at all, except in that it's a tank. The FF is a bit crap but occasionally devastating with the Tulips, and I'd like to remove it's ridiculous alpha strike while making it more usable in normal circumstances. To do that it needs to be able to damage more consistently (i.e. higher ROF than current + more penetration) but not do crazy damage (doesn't do 200 per shot, can't suddenly do 300+ damage with a rocket strike). In: COH2 Balance |
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