
Profile of Strummingbird
Post History of Strummingbird
Thread: StephennJF19 Sep 2014, 05:58 AM
Definitely well deserved and well overdue. Congrats! ![]() In: Fan Clubs |
Thread: Most requested unit in coh2 history...19 Sep 2014, 01:12 AM
Wishlist:USF M26 pershing (needed in teamgames) Wishlist:USF M26 pershing (needed in teamgames) Did you make a smurf account just to pretend you have more support for your idea than you actually do... then give the dupe the exact same signature as your main account? ![]() In: COH2 Balance |
Thread: Thoughts on the stale 2v2 meta v 2.0 (Okws big tanks)18 Sep 2014, 16:30 PM
From what I can tell as an inexperienced 2v2 player, 2v2 boils down to this: Allies: Protect ISU so it wins the infantry war Axis: Kill ISU so your superior close-combat tanks/infantry/support weapons win the infantry war And because the ISU is near impossible to kill if it's covered by mines/the other player, it comes down to jagdtiger vs ISU just like the good old elefant vs ISU. Basically these two units appear to operate out of the conventional counter system of antitank infantry and antitank guns, flanking with smaller tanks, mining to prevent aggression (b/c you can sit back in one spot and not move while still exerting presence with the ISU/Jagd), because of extreme range and survivability. So you need the Jagd to kill the ISU, and you need the ISU to win the game for the Allies since they cannot go toe to toe with axis units (barring cases where double soviets pick good lategame doctrines while double ostheer pick fringe doctrines without Tigers). King Tiger is part of the root of the problem, being inordinately difficult for the allies to kill OR outdamage without ISU (or OP47)... which drives the allies to using the ISU in the first place, leading to the jagdtiger. the elefant isn't really relevant, mainly because the jagdtiger is so good, and also because the range nerf hit it as a singlepurpose unit harder than it did the ISU. in a way, you could say something similar about the early game: Allies: Protect snipers so they win the infantry war Axis: Kill snipers so your superior infantry/support weapons win the infantry war but of course light vehicles, teching, and other factors break this clean formula so it isn't as clear-cut as the ISU/Jagd meta. So anyway, that's just my understanding of 2v2 currently, whether it be right or wrong. In: COH2 Balance |
Thread: Does anyone else have dreams about playing matches?18 Sep 2014, 13:41 PM
So there were Grenadiers and Shock Troops side-by-side fighting Demons and stuff Funny that you mention that- I had a dream just earlier which involved using an ISU as the Germans, followed by taking part in a COH2 gaming tournament in which someone I knew got possessed by some sort of demonic power, began levitating with red glowing eyes, and then got tossed around like a ragdoll against the door, snarling, trying to escape as everyone ran away. It was very much like something out of a horror film. Granted, the second bit has a very tenuous connection to the COH2 related part, but still... perhaps there's more to the goat-sacrificing and the RNG worship than meets the eye. Someone should play the coh2 soundtrack backwards to check for satanic worship chants, just in case. ![]() In: Lobby |
Thread: They've returned17 Sep 2014, 04:19 AM
100 ammo is a lot, however, much more value than 70 manpower, and Storms are doctrinal. Plus, Storms have two upgrade paths so its not like MP44s are the only possible option. Every Pgren costs 9MP more than every stormtrooper to reinforce iirc, which would add up in the long run (Munitions are sunk once for the squad and never again whereas manpower becomes increasingly valuable as games drag on). reinforcing a 1 man Pgren squad to full squad size 20 times would cost 540MP more than doing the same for an equivalent storm squad. In: COH2 Balance |
Thread: Comeback on Semokyi over US tank blobs14 Sep 2014, 14:57 PM
Yeah was me, and I did see the P4 blowing up the first demo- well played on your part. In: Replays |
Thread: Comeback on Semokyi over US tank blobs14 Sep 2014, 14:52 PM
yeah it showed them carrying the dropped BAR so I didn't realized until too late they also had shrecks. I also forgot to trigger the demo which killed them until after the battle was over :/ In: Replays |
Thread: Comeback on Semokyi over US tank blobs14 Sep 2014, 14:32 PM
GG. I thought 2 M10s and 2 AT guns + 2 bulldozers would be enough to stop the inevitable Ace but I was sadly mistaken. In: Replays |
Thread: The buffed Assault Engineers12 Sep 2014, 07:49 AM
I don't with OKW, because STG Obers + King Tiger ![]() Mechanized Groups M20 arrives 4-6 minutes into the game, about 1 1/2 CPs earlier than a mech group I think. In: COH2 Balance |
Thread: Overhaul of vcoh2 vet abilities12 Sep 2014, 07:46 AM
Very nice work, it's pretty annoying that a lot of the vet abilities are boring and rather pointless right now. The 251 halftrack, SU85, and SU76 have pretty bad vet abilities too, maybe those could be reworked?
Here are a couple I thought up: KV-2: 152mm Barrage- Fires three shells out to 100 range. Can only be activated when deployed in artillery mode. 80 munitions. Short cooldown, so you can make use of the hundreds of munitions Industry tends to float. KV-8: Flame-wall- Shoots a wall of fire in a 45 degree cone for 10 seconds- think dragon tank flame wall from cnc generals. 60 munitions. KV-8 cannot move for the duration of ability. KV-1, IS-2: Man the Guns- Rate of fire increased by 30%, movement speed cut in half. 50 munitions, remains active continuously until deactivated, much like Take Aim on the 57mm. In: COH2 Balance |
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