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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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: light tanks/vehicles idea.7 Sep 2014, 11:06 AM
Many units of this variety often have a limited impact since there is almost always AT on the field to welcome them. This would be a good change because the penetration and armor numbers alone make their usefulness past the mid game almost nonexistant, no reason to hamstring their HP as well In: COH2 Balance |
Thread: USF AT abilty.7 Sep 2014, 07:23 AM
If they made bazookas cheaper by just 10 munitions i think that would help alot. They are clearly worse than shrecks per entity and the prices of these two weapons should reflect that (shrecks cost 60 cold immunity costs 30 on volks) In: COH2 Balance |
Thread: Wy the Axis are the better choise in 2gg26 Sep 2014, 08:23 AM
This could be due to search numbers WHICH DON'T IMPLY BALANCE. If more people are searching axis that means that there could be more good players searching and playing axis, therefore they would get matched against people of a lower skill level more often because there are fewer allied players to begin with including good players. This could mean more wins regardless of actual Ratings Or Axis OP In: COH2 Balance |
Thread: Bugs & Sugesstions6 Sep 2014, 07:59 AM
This is a really good list of problems the game has been experiencing, its kinda sad how long it is though considering that most of these problems aren't new and or have become a problem for no apparent reason ex.Mg bug only started with WFA MGs weren't even changed Independently of the absurd T70's fuel cost, I think that its Repair ability was overlooked when ATnade/Faust damage got increased. Additionally the t70 cannot Use doctrinal vehicle repair which is also silly since it used to be able to but now the button doesn't even exist In: COH2 Bugs |
Thread: Wy the Axis are the better choise in 2gg26 Sep 2014, 01:29 AM
Coh2 is not balanced. I think team game balance would be achieved to an acceptable degree by 1v1 balancing. For example LMG42s are one major reason that Ost is incredibly strong in team games IMO Also speaking from experience at least in larger team games I'm winning like 90% of my 4v4 team games as axis where as i am under 60% win rates for the allies. This wasn't the case Before WFA when i had roughly the same win% with both vanilla factions. IDK if its just because the USF are more difficult to play or b/c the OKW are OP but thats just my recent experience with team games In: COH2 Balance |
Thread: Soviet FHQ might need looked at.5 Sep 2014, 22:48 PM
If they go for a HQ before teching the best counter is MGs, you can pin their units down and force an eventual retreat. If they have combined mortars in their force you should probably be able to tech to a Mortar halftrack or a stuka by that point in time. If you were Ost you can burn it by attacking ground with flamer pios. If you don't know the flamer pio trick its pretty tough to deal with as wher though I dont think its too strong but without knowing its counters its impossible to deal with, it feels a little wanky but it can win or lose games and in that it seems balanced In: COH2 Balance |
Thread: An interesting article about game balancing4 Sep 2014, 17:22 PM
Very good article. Took away 2 major things that relate to this game 1. The SU76 is design trash and should be removed from game 2. They were using Pro leet Sid Myers civilization strats when they doubled the katuskas damage and AOE which is cool ![]() But seriously relic does seem to be doing alot of these things which is nice to read about In: COH2 Balance |
Thread: The worst enemy in the game: Pathfinding4 Sep 2014, 00:45 AM
Truer words have never been said, when planning out an attack i am often as concerned with avoiding enemy fire as i am with avoiding my own tanks and obstacles ![]() In: COH2 Balance |
Thread: Okw Balance3 Sep 2014, 11:08 AM
I think That their not as strong as most people seem to say in team games, just that its easier to reach their maximum potential. To win as the allies you really have to manuever and flank to beat your opponent(unless you maxim spam) but as the axis head on engagements often favor you a little more. Also the reduced fuel income can be quite the hinderence especially if you are facing medium tank spam against a player who is good at microing his vehicles and pushing around shrecks, In short i think the faction is a little noob friendly in team games but in a higher level AT game i don't think they are too strong at all. That being said I win an insanely high proportion of my Axis 4v4 games nowdays compared to the allies and im ranked higher with the allies(random teams) In: COH2 Balance |
Thread: OKW Flak HT vs US AA3 Sep 2014, 10:49 AM
Whenever i see an OKW Flak HT i love it, get to build an AA HT for basically free as i get to kill his HT with ease Seriously though the OKW HT dies to everything under the sun often without even getting a chance to react, Maxims, AT Guns, bazookas, Guards, Conscripts, mines, Anything with tank armor or the AA HT, and most ridiculously Penal satchel charges. Dying to satchel charges, that is what makes this thing cost more than a luchs/obliterate all infantry tank. Its pretty silly. In: COH2 Balance |
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