
Profile of StephennJF
General Information
Broadcast: https://www.twitch.tv/StephennJF
Website: http://www.twitch.tv/stephennjf
Steam: 76561198061491960
Nationality:
Australia
Broadcast: https://www.twitch.tv/StephennJF
Website: http://www.twitch.tv/stephennjf
Steam: 76561198061491960
Nationality:

Post History of StephennJF
Thread: 0 CP call-ins - design principals28 Sep 2013, 13:30 PM
Agreed. Good suggestion on having a massive call in recharge time. Would defintiely be a decent approach and possibly might make those faster build time bulletins plausible. In: COH2 Gameplay |
Thread: 0 CP call-ins - design principals28 Sep 2013, 13:21 PM
Yeah not sure how I feel about them yet and will give a better opinion in the future. Still need more time to test it out a range of viable counters but Semois/Ostruppen is doing definitely my head in a bit in how to counter effectively. In: COH2 Gameplay |
Thread: Why are T-34 so flowery?25 Sep 2013, 06:20 AM
T-34 are the only reliable mid-late game tank that Soviets can consistantly fall back upon. I would be raging more about the over nerfed SU-85 than the T34 if I were you. I actually think the T34 is perfect at the moment and slots into the gameplay well. T1-T3 T34's you need Marked Vehicle/Guards to really tackle enemy armour. T2-T3 T34's are complemented so well by ZiS-3, especially once both start stacking veterancy. Mines are nice here. I strictly go T3 now, unless its an open map where SU-85 are not easy as to avoid. T4 is weak in my eyes at the moment due to the eaze of a Ostheer to consistantly avoid your armour or get an easy flank. T3 excels everywhere, if you know how to use combined arms. In: COH2 Balance |
Thread: New Commanders / Units discussion 24 Sep 2013, 12:26 PM
Everyone saying that the DLC commanders will make it pay to win is thinking to far ahead. If I recall, this was a very similar discussion that took place when all the other new commanders came around. Even though those one didn't introduce new units I still found the free ones to be just as good or if not better in most situations. Give it time. Getting angry because you have to pay more? Fair enough I understand your point but for me I really couldn't care if I pay an extra $10 for new commanders that can offer a new style of play. I enjoy the CoH series enough that money does not limit my level of enjoyment. Pretty sure the 1500+ hours I got from CoH1, a $30 game at the time of purchase, definitely got its money worth from me. Same can be said for CoH1 with the OF/ToV DLC units. They evnetually get balanced up so I can't see what the problem is. Just will need more time since more factors are thrown into the system. It is just two factions in the end and I would be pulling my hair out when they introduce new factions, like so many people on the official forums/facebook ask for. That is a problem. New units can be incorprated with two faction based play over time, but extra factions break things. I agree though that other functions should be fixed/incorporated first like lobby, ladders, responsiveness ... etc, before new content is made. In: COH2 Gameplay |
Thread: StephennJF vs StarOfTheWar22 Sep 2013, 09:40 AM
StephennJF (Joint Operations) vs StarOfTheWar (Guard Motor Coordination) Good game verse StarOfTheWar. There were a bunch of moments that were so chaotic I doubt either of us could multi-task our ways out of it well. Some really interesting engagements and shows how Stugs do pretty well against Soviet T3 ![]() gg StarOfTheWar wp In: Replays |
Thread: NKVD Disruption Tactics22 Sep 2013, 03:19 AM
I want to want to use this in 1v1 because of those sweet, sweet radio intercepts. I just can't bring myself to pick something that doesn't give me either Shock Troops or Guards. I imagine NKVD could be useful in 2v2 or 3v3. Anyone have any good experiences with it there? Disagree, I can make radio intercepts viable in a 1v1 game and its damn good. You do not need Shocks/Guards if you have solid combined arms micro with T2-T3 based play. What I do is get 4 conscripts and play a flanking based style of play with molotovs. After you finish your T2 tech at this point you can generally get radio intercepts and see what you should build next whether you need an immediate ZiS-3 (FHT), mortar(heavy T1) or maxim (PG). Once you get the fuel for to T3, get a couple of T34/76 tanks and hold out til you can get an IS-2. Do not go T4, because my personal opinion is that T4 is utterly useless now without Guards. SU-85 are over nerfed and to easy to avoid or kill. I am using Armoured Assault to do this and not NKVD though. I shall test with NKVD in the future. However, since flanking was reintroduced these two doctrines have become x5 time more better to play with. In: Lobby |
Thread: Winter or Spring Maps [Developer]20 Sep 2013, 07:34 AM
Cheers Eagleheart tytyty ![]() In: COH2 Gameplay |
Thread: MG42 Glitch?20 Sep 2013, 07:02 AM
Put it in the replay section Would be a good idea to link the replay in this thread aswell ![]() In: COH2 Bugs |
Thread: Relic is Streaming, also multiplayer partisans20 Sep 2013, 04:37 AM
Soviet Shock army. Been asking for a long time with Shocks/Cony PPSH with no HTD. Off-map strike and howi. I am in heaven ![]() In: COH2 Gameplay |
Thread: Very few cost effective counters to upgraded Grens19 Sep 2013, 09:30 AM
Vanilla Conscript vs LMG Gren- don't even bother
I sort of play it like CoH1 Rifles vs Volks spam, which I felt was the Volk spam was the BO with most potential aggresion if America screwed up a single time. Very similiar to that of Gren spam with LMG. With my Rifles I would always play it defensively but the moment you find the opportunity I pounce on it. In this case though my BAR's are my Shock Troops. I have that mindset and it seems to work against a lot of the high ranked Ostheer players that primarily just spam Grens/LMG and extend to T2 or straight T3. In the mid-game stages I feel as I said my Shocks handle them find, T3 anti-infantry vehicles and T2/T4 arty. In: COH2 Balance |
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