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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Playercard of Hon3y | ||||||||||||||||||||
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Post History of Hon3ynuts
Thread: Hon3ynuts vs Torano27 Oct 2014, 20:30 PM
Close game on Sem winter In: Replays |
Thread: Hon3ynuts Vs Greenpath27 Oct 2014, 19:42 PM
Vanilla Coh 2 with None of the usual call ins tons of momentum swings down to the wire great game In: Replays |
Thread: Hon3ynuts vs Greenpath27 Oct 2014, 01:30 AM
Vanilla match up goes down to the wire no heavy callins In: Replays |
Thread: Obersoldaten and stuff26 Oct 2014, 02:18 AM
Every faction has their problems, for the soviets its the lack of a lategame vehicle without doctrines. I think this could be mitigated by adding 1 unit to each faction to fuffil roles that are lacking such as a soviet late game tank, OKW anti garrison unit, USF indirect fire, Ostheer...Idk add something cool They could also just buff the hell out of 76s, and 85s but idk if we want that ![]() Soviets should also be able to buy their t3/4 on the cheap then upgrade them to unlock units, this way you can allow the soviets to have a midgame light/medium vehicle and increase the opportunity cost of stalling for call ins Since the soviets win with their vehicles every game most of the afore mentioned infantry problems can be lessened or resovled by giving them russians some earlier vehicle support and better late game vehicle support without doctrines(so you can use something other than the 5-6 with heavy tanks) In: COH2 Balance |
Thread: Light vehicle speeds26 Oct 2014, 01:17 AM
Most vehicles seem to have negligible speed differences within their class, theres no real order of speed just -> heavy tank speed, medium tank speed, Jagtiger speed. Light vehicles seem to be as fast as medium tanks as well. Only units that seem to be outliers are the t70 and m10 which are quite quick. It would be nice to get some personality into this facet of the game In: COH2 Balance |
Thread: Major pop reduction25 Oct 2014, 12:40 PM
I think Reducing the Popcap of the LT, and captain by 1 would also be nice since they got nerfed really hard 2 patches ago Also i think they should give the option to tech without buying the officer so you can tech while popcapped, and avoid popcap issues easier without suiciding your units In: COH2 Balance |
Thread: Thoughts on the Blob, Hard/soft counters25 Oct 2014, 03:08 AM
I would recomend not fighting where you can't win, and avoiding manpower bleed unecessarily, Use multiple Mgs so your opponent must spend alot of munitions to smoke past them and so you can cover each other The best anti infantry weapon For Ost vs USF at the moment is the Stug E, it has low hp but it offers alot of firepower and armor with 50 range for only 200/75 at 6 cps. You basically take the whole map if he didn't go armor and bring out an m10. Multiple flamers, lmg grens and AP rounds from MGs also help In: COH2 Balance |
Thread: HMG does it even work?23 Oct 2014, 23:12 PM
Best supression and damage for an HMG, worst survivability conceivable, From its 300 hp(all other guns have 350), to a 4 man allied squad with 25% accuracy penalty, to the 35 manpower it costs to reinforce. It does damage, but it almost always dies if you lose a fight or don't retreat it incredibly early |
Thread: My wish for better infantry combat23 Oct 2014, 19:35 PM
Offensive vet outweighs the impact of defensive vet bonuses at the moment. While units may be balanced initially dynamics change with vet adding ~40% accuracy and 20% weapon cooldown while only mitigating the effects of the accuracy with defensive bonuses. In short vet = everybody dies faster If you translate some of those offensive bonuses into defensive ones combat will slow down and it will be more rewarding to manuever into different ranges and cover discouraging standing in the open. Also with lower damage lmgs won't kill a model just about every burst. This will also make supression more helpful as mgs will be harder to focus down since they don't get any survivability bonuses with vet making them quite vulnerable at least thats what i think should be done. This could make the blobs super durable, but since you can still blow them up with tanks and grenades i think durability is more counterable, Raw dps is harder to counterplay In: COH2 Balance |
Thread: Forget the pershing, Jumbo 76 is where it's at23 Oct 2014, 19:26 PM
Jumbo would be great but i would die for like a 17pounder or even 76 mm at gun. I Would like to kill tigers sometimes but its hard with fricken 130 penetration at guns and bazookas trying to pen 300 armor tigers and 320-50 armor panthers I also wouldn't favor a slow tank unless it did have 800 hp, wouldn't be worth the buy otherwise, even then KV1s and 8s aren't used much anyways. Hopefully a good gun will make it a good unit In: COH2 Gameplay |
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Latest replays uploaded by Hon3ynuts
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VS
Hon3ynuts
Gook Chink Drop Productions
FireFang
64bit is a piece of pudding
sismonti
kujo55
xxxx
虎贲 Luckyman55
Maphack reportby: Hon3ynuts map: Unknown3-1,133
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