Profile of Katitof
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Maybe it's 'cause the Axis players aren't a bunch of forum crybabies, and they keep their cool and fight the uphill battle, unlike some of their "allied" counterparts.
Post History of Katitof
Thread: Gamescom - Sega revealing new AAA game 20 Aug 2019, 07:48 AM
Ugh, another turn based civilization crap. In: Lobby |
Thread: Maxim redesign redirect thread20 Aug 2019, 07:46 AM
if we count vet ability then is't supressin fire alredy making maxim an mg ? It actually would, but it requires you to have a future seeing gypsy to predict when opponent will move in range because of forced reload. Its not "Yuri, cover that squad over there with more fire now" ability. Its "Yuri, you can stop shooting blanks, lets drink some vodka and then we'll shoot these boolets I've found around, they look real". In: COH2 Balance |
Thread: Soviet September patch discussion20 Aug 2019, 07:42 AM
That combo is cheaper, because it doesn't work anywhere near as good. KV while durable, is nowhere near churchil level. SU-85 might have better raw DPS then FF, but it lacks turret and burst on demand if you actually want to kill the target. If you want to displace dug in KV-1, AT guns are perfect units, no amount of SU-85 behind that KV will defend it from ATGs. In: COH2 Balance |
Thread: OKW September patch discussion20 Aug 2019, 07:38 AM
I said "infiltration" because it was faster to type then "spawns on field category". Bottom line, you insert then directly on field, at or near the place you want without having to move them across whole map from your base, all units capable of that, regardless of method, have an extra resource tax due to that(except partisans, who aren't exactly elite infantries). Also despite their all range advantage they still lose easily to shocks moving over open ground. Even if they are meant to fight in cover they shouldn't be losing to shocks who just close in from long range with no smoke. They are not meant to go toe to toe with shocks, unless you land a nade on shocks(or any other perfect ambush scenario), frontal assault infantry specialist will always beat ambusher. If people want a heavy AT vehicle they'll go for a Jagdtiger, but when people go for a KT they want a generalist heavy but the KT's AI is still not worth the investment because it's hardly better than a Panzer iv if not worse sometimes because of inconsistency. Most expensive generalist in game will vet up slowest. Especially hitting targets that provide THE least amount of vet in game. ISU is primarily AI vehicle, yet I have never seen it vet up past 1 star by infantry killing alone. In: COH2 Balance |
Thread: Soviet September patch discussion19 Aug 2019, 20:46 PM
load of horse doodoo here Ok, explain to us mr.pro, how an immobile 40 range unit is beating your very mobile 50 range unit? You screech constantly about allied TDs having no problems against panther as well, yet panther is more mobile then them, could you show us the spectacular failure scenario you're drawing where basically a 40 range emplacement wins vs 50 range unit? In: COH2 Balance |
Thread: OKW September patch discussion19 Aug 2019, 11:29 AM
- Falls feel worse than before. Shocks are OK at 2 CP but 4 FG Falls not? LMAO Shocks aren't stealth infiltration all-range unit packed with fausts, 2 types of damaging nades that can be used one after another and what not. - KT needs more AOE, wouldn`t say the main gun change made it any better. Veterancy requirements are still pretty high. Its not exclusively anti infantry unit, try shooting tanks with it. - Rak changes are too much. Just make it 5 men with camo only when stationary and be done with it. It doesn't take long to get vet1, which does exactly that. Current one works more like standard ATG and whilst USF one sacrifices penetration for cheap cost, rak sacrifices bit of range to get 5th man. Its still cheapest and T0 ATG, it can not be stronger without tech lock. Pfussies are superior to volks... its insensible for them to be priced 260mp when volks cost the same price... PFs are weaker then volks without upgrade. In: COH2 Balance |
Thread: Luchs changes according to its ideal role!19 Aug 2019, 10:54 AM
There is already a vehicle that fits your critique: Flak Halftrack Aaaaand /thread In: COH2 Gameplay |
Thread: Maxim redesign redirect thread19 Aug 2019, 10:41 AM
How about after being set up for 15 seconds it gains a toggle ability to have higher suppression and firing arc but gets locked in place until the ability is toggled off. That's pointless micro tax and it doesn't need bigger arc, it needs what its supposed to do in its current arc. Its already much less mobile then it used to be back in the day. If its supposed to be suppression platform, then that suppression should be on pair with other HMGs, small advantage in mobility is compensated by high cost and lower arc already. If its supposed to be soviet "LMG" infantry as one of the modders have said loooong time ago(year+ I believe), then it should have DPS to justify setup time and then low suppression is acceptable bonus, not needed crutch, which will also increase synergy with defensive cons screening for it in either attack or defense. In: COH2 Balance |
Thread: Maxim redesign redirect thread18 Aug 2019, 22:50 PM
it's still unique with 6 men and fast tear down Faster tear down is hardly a unique trait, USF HMG can do so as well. Its just 6 men, which is soviet faction trait. In: COH2 Balance |
Thread: OKW September patch discussion17 Aug 2019, 10:34 AM
Just realized that the sturm officer didn't receive the Concentrated Fire ability from the arty field officer to compensate for the loss for the passive aura. It really should get that ability, I mean the other abilities of the sturm are just too expensive to be used consistently and the squad itself isn't that impressive combat wise either. Soviet commissar doesn't have any kind of aura, just expensive single target abilities. Sturm will be perfectly fine on his own, being a powerful combat squad as well. In: COH2 Balance |
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