
Profile of ClassyDavid
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Broadcast: https://www.twitch.tv/davecoh2
Steam: 76561198032338788
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United States
Broadcast: https://www.twitch.tv/davecoh2
Steam: 76561198032338788
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Post History of ClassyDavid
Thread: Vanilla factions´s repair rate28 Apr 2017, 19:58 PM
Be fine with OKW keeping the Sturm pioneers repair rate while toning down the Mechanized Truck repair rate given they're expensive and have high pop cap. I would argue keeping RE repair rate the same due USF having paper tanks with only the Pershing being it's sole heavy medium tank and a high repair rate would compensate for their fragile tanks. UKF definitely need to be toned down however I'm not certain about Anvil as the Churchill being a meat shield needs to have high HP to be good as it's sole job so Sappers need the repair speed to keep it operational. In: COH2 Balance |
Thread: M10 health too high27 Apr 2017, 22:01 PM
M10 crush got nerfed and it's fine for CP and cost now. It has 560 HP which the standard medium tank has 640. It does great against medium armor and below while having to be used in groups against heavier armor as the Jackson is more suited for heavy armor. It has a role and rather well balanced with it's crushed be in line with other medium tanks. In: COH2 Gameplay |
Thread: My thoughts24 Apr 2017, 23:55 PM
With many units having reworked veternancy bonuses OKW is due to have some changes with their vet 5 system. Make the out of combat bonuses like healing out of combat and sprinting more easily reached via less exp required while combat bonuses either remain the same or lessen to an extent. Some OKW could due with a veterancy nerf most notably Obers who make any infantry unit irrelevant once fully vetted. (Not saying they shouldn't counter other infantry units as that's their role but least not making them so dominating) In all honesty OKW needs a overhaul of their veterancy system to be less frustrating to play against. In: COH2 Balance |
Thread: Viable USF non-meta Docs24 Apr 2017, 23:47 PM
You do have to have some tactical awareness when using it as not to be punished on retreat or get into a worse position. The exhaustion only gives a speed debuff nothing else. Duel BAR Rifles dominate LMG Grenadiers at close range and sprinting through yellow cover mitigates quite a bit of damage. Being able to negate a few seconds of MG42 fire at it's strongest range is invaluable. If you wish I could see about getting a replay or two with Rifle Company in 2s or 1s. |
Thread: Opinion on the "new" USF mortar?24 Apr 2017, 06:33 AM
Since I've used it I'm happy with it in terms of using a free smoke dispenser but I find it rather lacking against garrisons. USF is all about aggression and the mortar is more of a soft counter which takes quite awhile to do significant damage to garrisons. When playing as Wehrmacht against USF I find the mortar a mild annoyance to my HMG42 only really becoming a issue if my HMG42 was left in yellow cover or in the open. If they tech grenades it delays their tech and I win out through LMG42 Grenadiers and tech. Early game it simply doesn't have enough DPS to clear out garrisons in a reasonable amount of time. I would suggest a inveteracy 1 ability like incendiary barrage or WP barrage but that might be too much and could overlap the Pack Howitzer. In: COH2 Balance |
Thread: M1919A6 Browning LMG Worth over duel BARs? 24 Apr 2017, 05:30 AM
Been fiddling around lately with Infantry and Tactical company by trying out the Browning LMG. I've had mixed feelings of it as it seems that duel BARs are almost always the better choice to have. Can fire on the move, good on the move accuracy, and two BARs DPS equals a MG42 at long range. Getting one BAR is out of the equation as Rifles need two of them to be able to beat down vet 5 Volksgrenadiers and vetted grenadiers. I just haven't found quite a good enough reason to use them over BARs. Has anyone else had better experience in using them or some unseen advantage I haven't yet realized? |
Thread: Viable USF non-meta Docs24 Apr 2017, 05:24 AM
If you wish for non-meta then Rifle company, Infantry, and Airborne are all still viable. Rifle Company provides flamers which are always useful which you should combine with either smoke grenades or smoke barrages to help RE to move up unharmed as their very fragile. Don't underestimate the Easy Eight either as it's only 15 more fuel then a Panzer 4 yet has more hp allowing it to take one more AT shot, a better gun (which even has 200 penetration at close range! 165 at medium range), good armor, and decent AOE with its gun. They'll serve you well if used wisely as they can punish overextended Panzer 4 which a normal Sherman usually cannot. WP artillery is also powerful as a barrier and can punish a aggressive infantry push and if you can put two or even one BAR Riflemen they'll wipe a large amount of retreating squads. Riflemen sprint is also handy for flanking Wehrmacht HMG42s or quickly closing the gap between MG42 Grenadiers or gaining a better position. Recommended against Wehrmacht Infantry is useful mainly due to sandbags and mines which are invaluable for defending taken territory and nearly every Axis player will not expect USF to plant mines. Sadly the mortar half track is quite useless even at close range. Time on Target is another artillery strike that can remove 1/4 of HP off the Flak HQ. Now the Priest can be actually quite good against OKW as the barrage cool down is extremely quick so you can constantly bombard their trucks. I've mainly used it in 2v2s where it works wonders against entrenched foes. Not nearly as good as the calliope in terms of AI but better in the AT if it hits of course. Infantry is recommended against OKW Airborne allows a flexible strategy as you can either call in a .50 cal or AT gun which allows you to go CPT or LT without worry of not having a HMG or AT. If you want paratroopers going two RE into two Rifles into LT or 1 RE into 3 Rifles into CPT. Paratroopers are really glass cannons that require some thought into else they'll bleed due to their poor received accuracy values. Airborne is a very heavy MP doctrine however so you must minimize bleed in any way you can from either staying in buildings to stall or try and retreat from risky engagements. A dangerous but rewarding tactic is to put your ambulance close to the front to heal low hp squads. Can work against both Axis faction |
Thread: Dave vs Cruzz18 Apr 2017, 19:02 PM
Never forgo US light vehicles against OST as this one shows how without them it becomes a snowball effect. In: Replays |
Thread: Dave vs Ace16 Apr 2017, 23:44 PM
A game showcasing that even with a tech advantage, poor play, experimentation, and over confidence can lead to ones own defeat. Slight salt too. In: Replays |
Thread: GCS Round 1 Game 111 Apr 2017, 19:37 PM
Wp Havoc In: Replays |
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Latest replays uploaded by ClassyDavid
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