
Profile of Tobis
General Information
Broadcast: https://www.twitch.tv/tobiscoh
Steam: 76561198002068856
Nationality:
United States
Broadcast: https://www.twitch.tv/tobiscoh
Steam: 76561198002068856
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Tobis "Complete Throw"
Someone asked what my avatar was from... I really don't know.
Defeated Paula and knocked him out of 2v2 Anniversary Cup
Someone asked what my avatar was from... I really don't know.
Defeated Paula and knocked him out of 2v2 Anniversary Cup

Post History of Tobis
Thread: Minor gripe with Ostruppen4 Aug 2016, 04:04 AM
Build it right after you build your t2. It's only 100/10 IIRC. Negligible. In: COH2 Balance |
Thread: Cruzz's The More You Know3 Aug 2016, 01:42 AM
short question: is the counter artillery range from cancer commander limited or can it shoot everywhere? It is the exact range of the Ostheer and Soviet Howitzers, FYI. You can use that to make sure you won't set up in their range. In: COH2 Gameplay |
Thread: Let's Talk: Sd.Kfz. 2222 Aug 2016, 03:51 AM
These seem like obvious changes to me. The 222 is crazy effective against vehicles for the price. Even in the late game it is worth buying them as suicide units and diving at the enemy to try to kill units like the Katyusha, because they are just that damn cost-efficient. Losing them is only painful if you lose their veterancy. Even as an Ost player I would gladly take this change, because the improvement to AI by the fixed machine gun bug is worth more than an around ~10 fuel increase. The change doesn't even nerf the performance; it buffs it. If you were beating Allied light with the 444 before, you will still do it. It's too cost effective, therefore, fix-it. This isn't rocket science. In: COH2 Balance |
Thread: Hotchkiss2 Aug 2016, 03:31 AM
In: COH2 Gameplay |
Thread: [1v1]USFvsOHMinsk2 Aug 2016, 03:25 AM
Don't get a mortar as your third unit. You need extra units on the field this early in the game. You need to try and overwhelm your opponent early, because you are USF. Early game is your strong suit. You walked into an mg, and let pios push off your mortar in the first engagements. There goes your entire field presence. Against a better opponent that would mean you are fighting a huge up-hill battle. There are three major problems that I saw that you need to be working on: - Awareness - Capping - Buying The only times you lost your troops were when you forgot about them and they just died doing nothing. Letting a mortar get pushed off alone by pioneers or letting a sniper kill all 5 men in a rifle squad are things you could easily avoid if you had noticed. Try and be switching your perspective to all of your units. Use the unit list in the top right corner of the screen; you can see when units are fighting and low on health, and quickly switch to them to give them orders. You were also losing some squads in micro-intense situations like when you were circling the pak with the stuart. You can queue commands using Shift+Click, and your units will follow them in order. For example with the stuart, you can Shift+Click a bunch of times in a circle around the pak, and look away to check your other squads while the stuart follows your commands. You need to focus on capping the map and coming in from multiple angles. You nearly lost because you let the enemy hold all three vps for the first 15 minutes of the game. Once the score is 450-100 at 15 mins, your are playing against the clock while your opponent can take his sweet time. Make sure you always have atleast one VP. The difference between having one vp and no vps is huge. You will be losing tickets three times faster if you are being tripple capped. You had far more units during the game too, but you ignored the whole right side of the map. Send one squad to go cap all of that, there is no reason to give your opponent such a huge advantage for no effort. You also need to have a plan for what you are going to do in the late game. You started floating huge amounts of fuel, manpower, and munitions. Anything you haven't invested on the field is wasted potential, you need to be spending your resources if you aren't saving up for something. I though you were saving up to get a pershing, but you bought a stuart and a major at 25 minutes into the game.... At 25 minutes into a match a stuart is a huge waste of resources and the major is just wasting time to get a worse tank, when you could get the pershing immediately. Have a plan on what you are going to be doing in the late game. If you had gone for the major earlier you could have had a sherman over 10 minutes sooner. Random Tips: - Awful sandbag placement. You want to try and position them in a way so that the enemy can't use them against you. Try placing them up against the points to block the enemy from putting their troops on the side facing you. - Don't try and build things why you are being attacked, units take way more damage while building. - Always Be Capping. - Try not to get too focused on one part of the map. Tunnel vision is awful. - There are some awesome abilities on your units you didn't use. The stun shot on the Stuart is fantastic and will save your ass. In: Replay Reviews |
Thread: Maxim vs OKW issue1 Aug 2016, 19:28 PM
ISG needs a smoke barrage like all the other indirect team weapons in the game. In: COH2 Balance |
Thread: Accuracy on retreaters1 Aug 2016, 05:16 AM
I think Axis has an unfair advantage on hitting retreaters, due to greater accuracy of their troops. It's common for axis to be able to make risky moves and survive the retreat, while the same scenario for other side results in a completely different outcome, often with no survivors, depending on the retreat path. The gap between the two is way too large, even for an asymmetric balance. The difference in accuracy between the main fighting units is slight, compensated for by larger squad sizes and faster firing weapons, balancing out the dps. You don't want to be looking at the accuracy but at the dps of the weapon at different ranges to tell the effectiveness. Fun fact, Volksgrenadiers are more accurate than grenadiers, but do less damage. Guess the grens go for headshots. In: COH2 Balance |
Thread: New to OKW - which commanders and BO's to use31 Jul 2016, 17:37 PM
Against brits I almost always go mechanized. Get a luchs and hide it behind some volks when the aec comes out. Then get a puma. Puma can deal with aec at range and is still decent versus a cromwell when that comes out. With vet the OKW puma is amazing, especially stun shot. Turret lock their vehicles and just drive circles around them. Since the brits have no snares and piats aren't good against moving targets, prioritize taking out the aec and finish them off with the luchs. Base rush them hard from a direction you know doesn't have mines and win. For build order I just play like normal. Get a kubel if the map is good for that sort of thing, or get 3 volks. If the map is building heavy get another sturmpio then 3 volks. Then tech, then branchout from there to adapt. For commanders I roll Luftwaffe, Scavenge, and Feuerstorm. Fallschrimjaegers are good against soviets and for stealing mortars from USF if they get them. Try to keep them in heavy cover because they are so squishy, but their damage output at any range is amazing. Scavenge is good all around for any situation, I usually take it if I go for medics. Feuersttorm is good for building maps. The flamethrower sturmpios are the only reason to go this doctrine, but they are worth it. Get two of them and vet them up quick, they become monsters. Make sure you save a pio for sweepers if you face Soviets. If brits get a bofors just base rape them with luchs. Super easy. If they only get a mortar pit try and ignore it until you have some support weapons or a vehicle to clear it out. Bring up an MG-34 when the mortar is braced to hold off their infantry while you wait for the brace to go down. In: OKW Strategies |
Thread: [1v1]USFvsOHMinsk30 Jul 2016, 17:48 PM
Working on it. In: Replay Reviews |
Thread: Not 4 U26 Jul 2016, 01:56 AM
For a mentee. Don't recommend watching. In: Replays |
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