Profile of Clarity
General Information
Broadcast: https://www.twitch.tv/Prime_Clarity
Twitter: www.twitter.com/Prime_Clarity
Steam: 76561198065111639
Residence: United States
Nationality: United States
Timezone: America/North_Dakota/Center
Broadcast: https://www.twitch.tv/Prime_Clarity
Twitter: www.twitter.com/Prime_Clarity
Steam: 76561198065111639
Residence: United States
Nationality: United States
Timezone: America/North_Dakota/Center
Post History of Clarity
Thread: Lightning War vs. Blitzkrieg in 1v12 Aug 2018, 07:32 AM
Honestly at this point, I am kind of saying why not both because I feel like Mobile Defense is able to cover up the weaknesses of both of these doctrines. |
Thread: Lightning War vs. Blitzkrieg in 1v125 Jul 2018, 05:44 AM
I wanted to make a thread talking about which commander you guys prefer in 1v1 since I can't decide which one suits me better. Lightning War has lots of useful abilities such as G43's and Tactical Movement and you can replace losses with Ostruppen w/LMG's in the late game if things get rough. JU87's are nice as always and although I find the Tiger to be kind of average this patch, it's still a call-in tank that allows you to skip teching Tier 4 for a little while. Blitzkrieg has some of the same perks as Lightning War with being able to use Tactical Movement and JU-87's but instead of G43's you have Panzer Tactician which is probably the best smoke ability in the game in my opinion. Recon is alright for it's cost and you have the only medium call-in tank still in the game. Tiger is nice but I still feel like Tier 4 is actually decent this patch and the Panther and Brummbar are both in solid spots performance wise. Plus the werfer helps against AT Gun walls. Blitzkrieg would be more useful for playing for T4 but Lightning War would give you better early pressure against your opponent and you don't have to pay teching costs for the Tiger but it probably injures you long time if you don't get something to deal with tank-destroyers (Jackson, SU-85) and the AT guns which can farm vet off of the Tiger. Which one do you guys prefer and why, curious to see which one gets more play time in Bagration. |
Thread: USF COMMANDER REVAMP DISCUSSION20 Jul 2018, 22:11 PM
Armor Company to me is close to being a good commander but just needs a couple touch ups to make it more useful. 1. The weakest ability in the commander is easily the Thompson Upgrade for Vehicle Crews, instead I would change it to a Passive 0 CP ability called Elite Vehicle Crews that would allow Crews to repair vehicles faster, sort of like a Vehicle Crew Repair ability other factions have. This would allow Armor to be in the field more often. 2. The Bulldozer is also in an weird spot as 11 Command Points is honestly slightly too late as your opponent will often have something to counter it by that time. I would say either reduce the CP's to 9 so it can come out earlier to have more impact or tie it to tech so you can get one quickly if you have good map control. 3. I feel that since the M10 has been tied to tech, it could probably have it's cost reduced back to what it was when it was a 8 CP call-in tank. The crush has been nerfed so it shouldn't be able to deal with infantry but needs to be a cost effective way of dealing with enemy armor without having to go for a Jackson in nearly every situation. 300 manpower 80 fuel 10 popcap would probably be fine for it's current performance. Tactical Support is another commander in a strange spot. 1. Put the M21 Mortar Halftrack into this commander to help it break up encampments and siege trucks since USF really struggles against OKW Sim City once it gets set up. 2. I would also like to see Rangers placed in this commander at 3 CP's and their popcap reduced to 9 to match many others units. Pretty sure they are the only infantry unit in the game that are more than 9 at the moment. They could also maybe receive a smoke grenade since they don't have body armor like the Shock Troops. 3. Also add the M83 Cluster Bombs from Recon Support in at 6 CP to siege team weapon encampments. Another artillery option would probably help USF significantly in the OKW matchup. 4. (Experimental) What if the Sherman Calliope worked like the KV-8 where it could change to it's main gun to fight off attacks. Obviously the rocket barrage might need nerfs even though I don't think it's great right now. This change is probably silly but I feel like going Calliope puts you so far behind in the armor game you end up really struggling to hold off Axis armor once they outnumber you. Mechanized Company already got reworked but I feel the commander could use a couple changes. 1. I honestly almost prefer the original WC51 that you didn't have to pump munitions into an upgrade to be able deal damage. I do think it costed far too much fuel for it's performance when it was more comparable to a slightly weaker M3 Scout Car. Maybe just make it 200 manpower and 10 fuel or so, 3 popcap. Would still be good against the Kubel. 2. I also want Withdraw and Refit to come back since it was completely unique to the commander but actually a pretty nice ability allowing you to change your army composition on the fly to match the situation. It would be a great ability to pair with the current Reserve Armor Passive. 3. I also wish the old 155mm Artillery Barrage wasn't tied to the WC51 as it's difficult to afford it late game due to USF manpower bleed. Bring the ability back and make it 180 muni to crack open trucks. To sum up the Commanders: Armor Company: 0 CP- Assault Engineers 0 CP- Elite Vehicle Crews 0 CP- M10 Tank Destroyer 9 CP- 105mm Sherman Bulldozer 12 CP- 240 mm Artillery Barrage Tactical Support: 2 CP- M21 Mortar HT 2-3 CP- Rangers 4 CP- P47 Recon Run 6 CP- M83 Cluster Mines 10 CP- Sherman Calliope Mechanized Company 0 CP- Raid Tactics 0 CP- WC51 0 CP- Reserve Armor 3 CP- Withdraw and Refit 8 CP- 155 mm Artillery Barrage I will post how other commanders could be reworked in the future In: Lobby |
Thread: Stalinium vs. Kruppstahl 6 Jul 2018, 05:44 AM
Ahhh, it was Romeat I was playing. In: Replays |
Thread: Counterattack Tactics too stronk 6 Jul 2018, 05:38 AM
Epic game against cheesetonkatsu on Crossing in the Woods. I play Mobile Defense but with a twist, I use the doctrine how it is meant to be played to support your core tech tree. Saucy WC51 decaps from my opponent created quite a spicy encounter. GGWP! In: Replays |
Thread: How to nerf Mobile Defense without it becoming CAS5 Jul 2018, 01:02 AM
Hey everybody, I would assume most people are pretty tired of Mobile Defense being such a crutch for Ostheer but are afraid of it being overnerfed and it's repercussions on the game. Puma is probably too strong right now but I feel tying the unit to Battlephase 3 would make it come out too late. My solution is to tie the Command Tank to Tier 3 so players are unable to rely on Puma's with the Command Tank Aura to deal with allied mediums so cost effectively. My other change is a bit experimental, I would move the Osttruppen Reserves ability to either 1 or 2 CP (probably 2) but only allow it to deploy a single squad of Osttruppen that would come with an LMG42 automatically upgraded (this could also be changed along with the squads cost). The squad would cost more manpower than the regular Osttruppen squad but I am not really sure what would be an appropriate cost. Maybe about 250 manpower or so, but that is a broad guesstimate. I feel like this would make it tougher for Ostheer players to replace losses so easily with this commander. The Puma would still be a way to deal with light vehicles that can absolute dominate Ostheer in numbers.Apologies I meant Battlephase 2 not Battlephase 3. Battlephase 3 would be pretty stupid. In: COH2 Balance |
Thread: How to nerf Mobile Defense without it becoming CAS4 Jul 2018, 22:58 PM
Hey everybody, I would assume most people are pretty tired of Mobile Defense being such a crutch for Ostheer but are afraid of it being overnerfed and it's repercussions on the game. Puma is probably too strong right now but I feel tying the unit to Battlephase 3 would make it come out too late. My solution is to tie the Command Tank to Tier 3 so players are unable to rely on Puma's with the Command Tank Aura to deal with allied mediums so cost effectively. My other change is a bit experimental, I would move the Osttruppen Reserves ability to either 1 or 2 CP (probably 2) but only allow it to deploy a single squad of Osttruppen that would come with an LMG42 automatically upgraded (this could also be changed along with the squads cost). The squad would cost more manpower than the regular Osttruppen squad but I am not really sure what would be an appropriate cost. Maybe about 250 manpower or so, but that is a broad guesstimate. I feel like this would make it tougher for Ostheer players to replace losses so easily with this commander. The Puma would still be a way to deal with light vehicles that can absolute dominate Ostheer in numbers. In: COH2 Balance |
Thread: Second Commander Rework4 Jul 2018, 22:36 PM
Although some of the reworked commanders on this site are silly, some changes might actually be an interesting way to spice up the metagame. http://dreadmode.willherzog.net/ I thought removing the T-34/85 from the Advanced Warfare commander and adding an IS-2 was an interesting idea since Armored Assault kind of overshadows that commander right now. In: COH2 Gameplay |
Thread: Stalinium vs. Kruppstahl 30 Jun 2018, 00:17 AM
Pretty intense game of combined arms Soviets vs. combined arms OKW on probably my least favorite Automatch map. An IS-2 will clash with a Panther and King Tiger in an armored brawl. (Thank god he didn't pick a commander until late game) WP In: Replays |
Thread: conscript veterancy and their lack of weapon upgrade25 Jun 2018, 00:29 AM
Only thing I would do for Cons is make PPSh's non-doctrinal but limit them to 2. Maybe decrease the cost to 40-45 munitions. Probably make it require Tier 3 to be upgradable. If the price is too low leave the cost at 60. In: COH2 Balance |
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