
Profile of William Christensen
Post History of William Christensen
Thread: [2v2] "Way too" tunnel vision26 Dec 2016, 11:22 AM
Just why?... Why you Allies keep smashing your heads against the wall (The southern fuel) while the rest of the map was wide open?... Kinda sad even though our team won. In: Replays |
Thread: [2v2] Osttruppen on the Western Front23 Dec 2016, 13:42 PM
Trying out Hans' infamous Osttruppen tactic. Works wonders! In: Replays |
Thread: How to properly play the 22223 Dec 2016, 10:33 AM
Well, there are 2 ways of using the 222 (This is based on 2v2 perspective, but could be use in 1v1 in my opinion): 1. This way is more prefer by many players: Go for double 222s and use them aggressively, harash enemy positions and chase down weaken units. This way usually works wonder against Brit players due to the lack of snare and AT units (The AEC fear the double 222); works fairly good against USF and Soviet. However, watch out for USF Captain since the Stuart + Captain + Vetted Rifleman can ruin this strat, while Soviet... 2 222s can take on even the T-70, just be careful with Soviet's Conscript (If they go full on Penals then free roam for the 222, at least before the Winter patch). If you like using Ostheer aggressively then 2 222s can help you a lot against Allied LVs if micro properly. 2. This one is a safer and more defensive way of using 222: Use them as support unit, keep them close to your main forces. Usually, you only get 1 and possibly get the 251 instead of a second 222. Basically, you'll be more of a "mobile defense" player, spend more on Paks, bunkers, and faster rush for T3 while the 222 is just something to protect your Pak against flanking Allied LVs. You can further buff the 222 with the Spotting Scope from some commanders to make the 222 more useful in securing your flanks.To be honest, if you play Ostheer defensively (Which, in my opinion, is how they are suppose to be played), then 222 is just a scouting/supporting unit, your main fire power would rely on support weapons (Paks + MGs+ Mortars+ bunkers), and rush for T3 also. In: Strategy Desk |
Thread: Tanks' accuracy on the move23 Dec 2016, 03:03 AM
Is this a Nerf Brits or Nerf Shermans thread? Because honestly only the USF Shermans should have this feature, it deserves it. No, this is not a nerf thread, but rather a standardize thread! The idea is to make all tanks (maybe with the exception of light vehicles due to the fact that they needs high mobilities) to have a 0.5 moving accuracy. This mainly aim to solve the problems in tank play, especially the concept of drive-by (Just rush through, take down its counter: AT guns, then run away) while at the same time, solve the problems where Ostheer tanks being considered underperform on the move (Panzer IV and Panther, for example). After reading some discussions, the situation with the Shermans could be solve by not only lower its price but also make it more of a generalist tank (Similar to Panzer IV but weaker and cheaper). Same could go with the Cromwell, but make its gun (And Sherman's gun) to be more effective at close-medium range, while Panzer IV shine at long range (Sherman and Cromwell already/could have faster speed to closing in, but give low moving accuracy would result in you actually microing your armours: run, stop, shoot, repeat, rather than just run) In: Lobby |
Thread: Tanks' accuracy on the move22 Dec 2016, 16:48 PM
I know! That's why I would recommend making new factions' tanks to behave like the old factions one. Tanks shouldn't be highly accurate on the move for the sake of both gameplay and realism. Somehow, new factions got that! This needs to get revert! In: Lobby |
Thread: Tanks' accuracy on the move22 Dec 2016, 16:08 PM
While many players want Ostheer tanks to get a better accuracy on the move, to be honest, I think all other tanks should get the same 0.5 moving accuracy (Same as Ostheer tanks). Having high accuracy on the move just make the tank play seem redundant: Just yolo charge through AT guns, knock it out and pass on. Meanwhile, if tanks having lower moving accuracy would make tank play more micro-managing: you have to stop when you want to fire before carry on moving or use infantry along with them to clear AT, more combine arms! In: Lobby |
Thread: Relic Winter Balance Preview v1.3 Update17 Dec 2016, 06:16 AM
My boys, I fear that Penals gonna be the new Sturmpioneer if this goes on: Too many roles for 1 unit! Seriously, AT unit. AI unit and anti garrison unit! I'm fine with the 3rd PTRS upgrade, this will make Penals similar to Panzergrens. However, not much with the flamer. I know you try to make them less effective long range with 3 extra PPShs, but then they would be unstoppable on urban maps. If you want anti-garrison duty, use the god damn Combat Engineer, Wehr has to use Pioneer, so why not Soviet? Better give the PPSh upgrade to Conscript (non-doctrinally) so at least they should have a reason to use them, cause at this rate, no one gonna go Conscript anyways! In: COH2 Gameplay |
Thread: Why the flamer HT is not addressed in WBP?15 Dec 2016, 02:02 AM
Just a thought: To be honest, everything that has flamer equipped while also having good mobility/flexility are just not really good for balance. I mean, Rifleman with flamer got remove due to the squad's good mobility and utility, now Penals Battalion is getting its flamer remove since they have similar problem (good mobility + all-round range when get flamer). In my opinion, the UC/Hetzer/Flamer HT/Crocodile shouldn't be a thing (Well, it already is, but seriously, the problems they created are far more worse than Rifle/Penals with flamer): - The UC can be easily dealt with LVs, but then you'll have to rush LVs, which relatively starts the whole LV meta (Not saying it's the direct reason, just a small contribution to it) - The flamer HT basically has the same problem like the UC, while also has more lethality that the UC (300 degree turning guns while faster than the UC). To be honest, I would rather want to see the 251 being a small-arm-immunity reinforcement halftrack with no flamer upgrade. Maybe give it a 38mm AT upgrade (Basically the Raketen on top of its now open top when upgraded) rather than the flamer. - Hetzer got its limited turret-cone like the UC, but seeing it can take down one of its counterpart easily (AT guns), it's one of many reason why you rather rush for tanks than get AT guns. - The Churchill Crocodile has the same problem like the Hetzer, except being way more bucky, which make it less risky when yolo charging than the Hetzer. In all honesty, Flamer should only be issues to Engineer units and incendiary barrage for mortar units. In: COH2 Balance |
Thread: Goliath available to all Axis12 Dec 2016, 07:13 AM
I once saw someone posted a picture where it showed a German demo charge file for Wehrmacht's pioneer. For some reasons, they didn't add it to live version of the game. Maybe it's time to do it! In: COH2 Balance |
Thread: Bulletins sharing11 Dec 2016, 13:26 PM
Wow... This is just sad, man. So basically, the only way for me to buff Ostruppen through bulletins is to show them my choice from second 1. I wish it would have work though, but at least I can buff Elefant with StuG "4% increase penetration" when I use Jaeger Armour. Thank you, by the way. In: Lobby |
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