
Profile of Hon3ynuts
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Broadcast: https://www.twitch.tv/hon3ynuts
Steam: 76561198055190850
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United States
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United States
Timezone: America/New_York
Game Name: Hon3ynuts
Broadcast: https://www.twitch.tv/hon3ynuts
Steam: 76561198055190850
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Nationality:

Timezone: America/New_York
Game Name: Hon3ynuts
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Post History of Hon3ynuts
Thread: Icon For Idle Units in Base8 Oct 2015, 17:24 PM
I honestly don't know why they don't have overwatch for reinforce like in DOW1 and 2 it would make so many clicks of the r button go away In: COH2 Gameplay |
Thread: Easy fix to ISG & pack Howitzer 8 Oct 2015, 02:17 AM
what if they did something along the lines of doubling the fire rate but halving the damage? This would be in addition to removing the supression. There would be less need to reduce accuracy and no complaints of 1 shot full hp squad wipes. No squad wipes no supression same average damage, it seems like a fair change that can keep the unit viable In: COH2 Gameplay |
Thread: 5 men commando squad8 Oct 2015, 01:35 AM
I like the cloak on them, they are an expensive elite cqb unit. CQB units typically under perform so the cloak is a nice way to balance that out. I think reducing the DPS signifigantly is all that's necessary In: COH2 Balance |
Thread: Relic Twitch Streams7 Oct 2015, 21:49 PM
I agree entirely, The stream is more or less a grab bag of what can we get relic to tell us rather than a showcasing of the game. It would be nice if the focus shifted to more serious game play, the focus should after all be on the game. It would also be nice if relic structured the stream and said "we want to talk about/show off x/y/z things we've been working on, at present this is where we are in the process." In short Structure and content could both use a look at, I don't think many people are coming away from these streams with a more positive opinion of relic because of this. In: Lobby |
Thread: What was the point of introducing DOT flame damage?5 Oct 2015, 05:52 AM
According to Relic's posts Flamethrowers and Fire were always intended to be cover denial weapons but it took them 2 years to realize that they were being used more as AI so they tweaked them with DoT. They also seem to want to promote them as hard counters to garrisons (which is a welcome change for me because players whose entire skill repertoire was "put teh HMG in deh building and win" are the worst.) Why would you build a tank for denying cover though? It seems redundant since at that point in the game tanks just blow up all the cover or kill infantry outright with their high burst damage. Infantry flamers i can see why you might differentiate them there are tons of other options for anti infantry upgrades. However for a tank it is either going to be better or worse vs infantry than something with a cannon and if its worse you will go for the unit that can also engage other tanks. In other words flamer tanks can only be anti infantry specialists or serve no strategic function in game. I can see the intent for infantry and the results seem like a positive direction for infantry(i try to avoid green cover and garrisons vs flamers) but for tanks the changes just don't make much sense In: COH2 Gameplay |
Thread: Countering early USF AAHT 5 Oct 2015, 02:39 AM
You only need 1 pak, 2 scout cars can beat 1 AA HT if it is on the move and those scout cars will be uncountered if you do indeed kill the HT. Early Teller mines can totally wreck a USF Player if you spend your first 50 munis on 1 and kill his vehicle. usually though the AA HT comes at 7 minutes so if they are hitting you at 6 the USF player got a serious map control advantage. Usually as Ostheeer you want to get about 4 squads out + your pios, tech to pak then get another t1 unit or pgs as an initial build. Or you can go scout car first and get the pak later, just don't lose your scout car to the AA HT. |
Thread: Countering early USF AAHT 5 Oct 2015, 02:39 AM
You only need 1 pak, 2 scout cars can beat 1 AA HT if it is on the move and those scout cars will be uncountered if you do indeed kill the HT. Early Teller mines can totally wreck a USF Player if you spend your first 50 munis on 1 and kill his vehicle. usually though the AA HT comes at 7 minutes so if they are hitting you at 6 the USF player got a serious map control advantage. Usually as Ostheeer you want to get about 4 squads out + your pios, tech to pak then get another t1 unit or pgs as an initial build. Or you can go scout car first and get the pak later, just don't lose your scout car to the AA HT. |
Thread: What is the most game breaking doctorine?3 Oct 2015, 17:54 PM
I think that while some units in these doctrines may be explicitly OP and need to be nerfed, all doctrines should try to come up to their level. Having 4-5 useful abilities that can affect the games outcome is something these doctrines and few others can say which is dumb since thats what a doctrine should aspire to. Why would i pick recon for abilities that aren't even worth their cost and therefore can't hope to compete with rifle company abilities that can signifigantly contribute to a win. In: COH2 Gameplay |
Thread: Brits Morta Pit slightly expensive?3 Oct 2015, 02:36 AM
I think you should be able to sell it if its no longer useful or if you need one in another spot, very map dependant and hard to afford but i think it can be worth 400 mp(aside from survivability issues) In: COH2 Balance |
Thread: OKW Resources3 Oct 2015, 01:33 AM
OKW by many accounts is underperforming in 1v1 at the moment. the ISG is very good I know but that seems to be it for the faction in terms of strategies. There was a time when OKW had many overperforming units and abilities that made up for their resource penalty, but now after many nerfs their units seem to perform at cost, which makes sense. But then the question is what do OKW really get for their resource defficiency? the 5 levels of vet and less expensive tech are not enough i feel to outweigh their limited fuel and munitions income. Mabye other changes can be made, but i'm just wondering how people feel about the resources at this point in time. Or mabye its fine and OKW is actually pretty stong b/c of cheap tech and Endless Kts, or they are just weak b/c of the KV8/Flamers/centaur not their limited resources. Please Focus on resource defficiencies and its costs/ the other benifits OKW gets though! In: COH2 Gameplay |
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Latest replays uploaded by Hon3ynuts
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64bit is a piece of pudding
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Maphack reportby: Hon3ynuts map: Unknown3-995
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