
Profile of StephennJF
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Broadcast: https://www.twitch.tv/StephennJF
Website: http://www.twitch.tv/stephennjf
Steam: 76561198061491960
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Australia
Broadcast: https://www.twitch.tv/StephennJF
Website: http://www.twitch.tv/stephennjf
Steam: 76561198061491960
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Post History of StephennJF
Thread: Opel Blitz Commander23 Jun 2013, 12:28 PM
Is this for 1v1 or team games? The OP thing about this doctrine I notice in 1v1 ain't the Opel Blitz trucks but that strafe ability. 120 munitions for something that gives you full map control for 45 seconds? Wow. The ability is active for 30secs but it always seem to go for 1-3 strafes after it has finished. o.O In: COH2 Balance |
Thread: Fix MAXIM23 Jun 2013, 04:15 AM
The Maxim is broken but I don't think it is fully because of the squad man size alone. Maxim has the same range as an MG42. The Maxim range should be less maybe, despite it having a smaller firing arc. Buildings are God like cover. I had a situation where I wasted 90 ammo (2 bundled nades) and the Maxim squad inside took only a single man loss. 2 barrages (6-8 shots) from a mortar don't even hurt a squad inside a building. I feel I have major issues all around removing Russia from buildings in the early-mid game. Until you get a tank, not to kill the squad but to destroy a building nothing seems very cost/time efficient for Ostheer. In: COH2 Balance |
Thread: Soviets are now OP22 Jun 2013, 10:49 AM
Flame penals or flame engineers it makes no difference. Ostheer have a way of dealing with flamers/M3 by double faust or faust with gren/mg fire. Ostheer possess no potential counter in t1 to counter a sniper/m3 that does not rely on the Soviet player making a mistake. The range is so large that it forces the Ostheer player onto the backfoot and essentially hide their units, until t2 comes. An extremely well planned ambush faust (hide, listen in fog of war and come out the moment you hear the vehicle come past due to small fuast range) or teller is the only way to counter this. Even if this does occur most the time the snipers quickly get out and retreat away. There is no way hunt them down or get into their retreat path. Why you can't get into their retreat path because if your that deep into their end of the field with your unit against M3 based play as Ostheer, whole squads will be destroyed upon retreat if they find you. The scout car available for Ostheer in t1 will provide a form to still actively control the game rather being pushed around. If a Soviet player overextended their M3, Ostheer can place a 222 Scout Car behind it, block its reverse effectively trapping it and get a faust off. Altneratively the 222 Scout Car behaves as a deterant and will also create a bit of a repairing game. Similar tactics can also be utilized by the Soviet by utilizing conscript AT nades. The problem I then see coming is that upgunned 222 Scout Cars might come to quickly and counter the M3/Sniper combo (available upon T2 and high upgrade time required). Either way at the moment it still feels like to me that Russians get Guard Rifles anywhere between 30-60secs after the upgunned SC becomes active on the field which provides a damn quick and instant build counter. Soviets can afford to concede ground during that time, lose a bit of map control and just keep that M3/sniper in alive til Guards move along side of it or get M3/Guards. In: COH2 Balance |
Thread: Soviets are now OP22 Jun 2013, 08:32 AM
Flamers + M3 can actually be reasonably dealt with provided the map is smaller. On maps such as Kholondy I don't find this to be an issue with Ostheer. It is tasteless boring play I think, but it is not OP. On large maps you can sometimes get caught out and due to unit long retreat paths the flamer+retreat effect is amplified resulting in almost guaranteed squad losses. On the other hand m3+sniper creates a different issue. This combination has more reward/less risk involved for the soviet player and the only MP efficient counter (asides from a nice faust/teller mine + ambush) for Ostheer is tech to t2 for an AC. A tech decision which becomes primarily reduntant asides from taking down damaged t70/su76's. I would be curious to see the game with these tech structures. Ostheer t1 = Grens, MG42, Scout car (upgrade available after t2 tech), Sniper. Ostheer t2 = PG, Half-track, Mortar, Pak40. Russian t1 = Penal, Scout car M3, Maxim machine gun. Russian t2 = Sniper, Mortar, Zi3 atg. It would break the quick link between M3 and snipers. I don't think this will happen though because I think Russian t2 is seen as support weapons team tech. Although it would reduce the 'lameness' of Soviets, as Crells stated prior it could increase the potential holes of Soviet teching. In: COH2 Balance |
Thread: Ami's Blog from Vancouver: Day 222 Jun 2013, 05:26 AM
'After the fight, an intense balance discussion ensued. Tomatoes and rotten vegetables were hurled across the room! Just kidding. It was all very civilized and will help the team to build a better game.' Great to hear they are facilitating discussion on what to bring out the best in the game and the balance testers are right there. Speak your mind Tommy! ![]() In: News |
Thread: Hello!22 Jun 2013, 04:47 AM
Heyya. Welcome! ![]() In: New Members |
Thread: Count Topic21 Jun 2013, 10:59 AM
COUNT TOPIC!!! 4451 In: Scrap Yard |
Thread: T2-T3 Strat21 Jun 2013, 07:43 AM
Shocks cost now like 480MP base cost (no 60 ammo for PPSH) and the reinforce increase went up a bit! I think Guards complement this better Barton. |
Thread: How do you counter soviet scout cars w/ flamers?20 Jun 2013, 09:41 AM
I've usually got 4 approachs to countering this. I vary my decision on current map control, fuel/munition count and opportunties which arise.
All in all I find the duel fausts being by far the best option as it lets me deal with them and still maintain map presence. I either set up a ambush by hiding both grens, but sometimes if you catch your opponent in an awkward spot a single faust + gren/mg will do the job. Just make sure your certain you can kill it with small arms fire when doing this, otherwise they repair back up pretty quickly. Until shrecks get a reduced back to a single shreck to 75 munition. Your best T2 option is the upgunned scout car. Once you kill the scout cars with it just keep it in the safe rear of army or as quick recon unit. It can really shine in finishing off a damaged su76 or t70 tank. |
Thread: New Maps20 Jun 2013, 05:36 AM
Yeah Nano I thought the same upon look of the map with the 3 VP's being so close to one another. However I have actually had quite a few +40min games on it despite the VP's being so close. It is quite punishing though if one team gets an early game advantage. I would still like to see the VP's seperated a bit more purely to pull less attention away from the central watch tower. The south-east portion of the map however I feel is a bit neglected and fighting in that region consists of only 1-2 infantry squads at most at a time. I love the add on of watch towers providing vision control, however the repair bunker I am a little hesistant of at the moment. In: COH2 Gameplay |
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