Profile of Hon3ynuts
General Information
Broadcast: https://www.twitch.tv/hon3ynuts
Steam: 76561198055190850
Residence:
United States
Nationality:
United States
Timezone: America/New_York
Game Name: Hon3ynuts
Broadcast: https://www.twitch.tv/hon3ynuts
Steam: 76561198055190850
Residence:
United StatesNationality:
United StatesTimezone: America/New_York
Game Name: Hon3ynuts
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Post History of Hon3ynuts
Thread: UKF Sniper not hitting garrisoned troops1 Oct 2015, 23:16 PM
I Think this also has to do with range, sometimes clicking on the garrison will work but at max range usually he shoots the building instead where as getting closer he seems to like hitting infantry more In: COH2 Balance |
Thread: USF commanders1 Oct 2015, 20:25 PM
I think with regard to the greyhound in addition to buffing the unit, it should be unlocked from 0 cps after building either the Lieutenant or captain. This way it is not coming out later than literally every other light vehicle. I just don'ta think the CP system works well for light vehicles I agree with your suggestion on I&R pathfinders, if they could fight they would be worth it. I think your paratrooper drop would be good, but i would suggest changing it to be like the Off map combat group. I think it should be super cost effective. right now you hardly get any discount on the units but you must anti up a massive amount of manpower to do so, waiting that long and getting random weapons should yield a greater return in the form of bonus units. It literally costs more than a tiger ace for a signifigantly lower payoff. With respect to the airborne commander i think it would be more viable with some small changes 1.Pathfinders are buffed(they are far behind JLI for 10 less manpower) 2.The AT gun and MG cost munitions to drop in exchange for a reduced manpower cost. This can be like the new british commander. (don't have it myself but the premium one w/o a croc). It would be a fair tradeoff since it would trade late game p47s for a greater mid game presence. Right now Airbourne has 4 manpower based call ins so you will have trouble getting the most out of the commander, getting more cost efficient infantry from pathfinders and greater field presence from support weapons might make the commander more appealing but hopefully not too overpowering. Mechanized is going to live or die with how good the jeep and Halftrack assault group are. Would love to be able to equip it for the artillery though In: COH2 Gameplay |
Thread: If hard early game won't work, what next?1 Oct 2015, 18:32 PM
If your losing just run away before he can kill too many rifles, if you going to lose the map anyways save the manpower |
Thread: Why does the UKF have offmap arty without need of vision!30 Sep 2015, 20:53 PM
I posted this in bug forums last week, it is correct there are at least 2 abilities i know of that do not need vision, the Railway like strike for 250 munis and the artillery commanders 4 cp ability. However the 4 cp ability does use on map howitzers so vision requirements are questionable, otherwise it would just be paying 100 munis so you don't have to run in tommies to pop smoke In: COH2 Gameplay |
Thread: Anti Base Artillery 30 Sep 2015, 17:35 PM
They started it with scavenge arty which could 1 shot usf bases if you stored enough munis, but if you can destroy a base with arty its either A. Not just the arty is destroying the base B. The arty is too strong, nerf it vs buildings(i think Units are fair game since they can move and take potentially 0 damage) In: COH2 Balance |
Thread: Give Volks MP44 through Veterancy30 Sep 2015, 06:13 AM
In lategame Volks serve no purpose except capping, crewing, and AT. Lategame OKW has no assault units, making them A-move focused, poor in close quarters, and exaberating their MP float problem. Having Volks transition from early game line that is supported by Sturms to lategame assault that supports Obers makes perfect sense. (Lategame Sturms are repairing/engineering, thus not ready for combat duty.)
OP stated that the stats would be similar to the PPSH on cons not the Pgs mp44 In: COH2 Balance |
Thread: A Proposal For Improving The Ostheer Metagame30 Sep 2015, 06:02 AM
Ostheer meta is pretty diverse, there are at least 4-5 commanders that seem viable and all the tiers and units seem good except sometimes pgs dont work(sometimes they do well) and t4 which is hurt by the massive price barrier and the brumbar being possibly the least cost effective unit in the game These are small concerns compared to a faction like the soviets that has several underperforming t1 and t4 units in exchange for OP KV8s that can wipe squads in like 4 seconds Or Even compare them to OKW which goes double ISG EVERY SINGLE GAME In: COH2 Balance |
Thread: Give Volks MP44 through Veterancy30 Sep 2015, 04:32 AM
Even if volks got some kind of weapon upgrade through vet i think it would be counterproductive to make a long range squad get a close range weapon after vet. If you have a volk blob b/c engagements are long range your whole army changes its function after vet which would be awkward to handle In: COH2 Balance |
Thread: Star Crossed Cup 4 Signups29 Sep 2015, 18:34 PM
Steam Name:Hon3ynuts ID: 76561198055190850 In: Events Central |
Thread: Soviet Sniper28 Sep 2015, 00:01 AM
After watching OCF and even just playing the game for a while you don't see soviet snipers particularly often, and even when they come out they don't seem to produce even close to the level that a German or British sniper can achieve. 30-60+ kill snipers were seen with some frequency during the tourney but soviet snipers did not seem to break double digits in many instances. Is it just my experience or does the soviet sniper not cut it anymore? The german sniper has 82 HP while the soviet squad has 96 hp with 2 models but a much slower fire rate. Perhaps this is just my experience and observation but the soviet sniper just seems to have lower firepower for about the same if not less survivability(worse camo, worse vet 1 ability, more likely to bleed 1/2 models). Is the soviet sniper balanced, too strong(it still has 2 models and more HP requires little tech investment) or too weak? In: COH2 Balance |
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