Crazy intense game between two good friends in the finals of the GCS2 Benefactor tournament.
Awesome to see what our little community has put together with GCS2. Even though I can no longer travel to the live finals as initially planned, I'm hyped to see some amazing game play in the weeks to come.
GG WP Momo
Profile of CieZ
Post History of CieZ
Thread: GCS2 Benefactor Tourney Finals - Ciez vs Momo19 Aug 2018, 21:19 PM
Thread: Flap banned from coh2.org26 Jul 2018, 00:44 AM
For what it’s worth, having talked to both of them, I don’t think they’re the same person.
Hard to say for sure with Kimbo’s propensity for trolling though.
In: Scrap Yard
Thread: GCS2 Citadel faction win rate4 Jul 2018, 00:23 AM
3 Jul 2018, 23:39 PMswordfisch
VASA has a point earlier about old CAS meta, op T-70 was countered by double pak back then and most players didn't even need vehicles with enough LMG grens and team weapons (yes skill planes added to that but by the time of early t-70 you didn't crutch on them).
The entire game was different back then. It’s not so simple to make comparisons across such different patches.
And if memory serves, the t70 died to two PAK shots (unless there was enough time between them to self repair).
Thread: GCS2 Citadel faction win rate3 Jul 2018, 11:50 AM
3 Jul 2018, 11:36 AMEsxile
The t70 is more useful late game than any other light vehicle except perhaps the AEC, because of the absurd amount of vision it provides the Soviet player with, as well as the ability to threaten fast squad wipes on any squad brave enough to try and cap the sides of the map.
Also, Vasa, re-read DevM’s post. He says you’re not FORCED to get the Puma, but why would you choose to give up so much map control when you could just get the puma? Which is pretty much what I said, I just phrased it as camping with the AT gun on your side of the map. The puma let’s you keep up the pressure, which is what you want to be doing. You have a solid early game and a great mid game with the FHT/222s, if you can go into the late game with a decent lead you can fight off the t34/85s etc. but if you give Sov enough breathing room their late game will punish t3 play.
Thread: GCS2 Citadel faction win rate3 Jul 2018, 10:18 AM
3 Jul 2018, 10:09 AMvasa1719
I am sorry, 5 years peoples complaine about t-70, now its just l2p issue, you dont need puma to counter it, you have strong 222 and pac, you have PG, yes, you lose a lot mobility without puma, but its like say, that soviet have only way to play with sherman call abuse. OST t3 price is change, now its more EZ to get faster p4, but problem are not with it, but with OST tier system compared to soviet.
You no longer play 1s yet you’re here telling every top player that our inability to kill a t70 without a puma is a l2p issue?
No reasonably good player is going to let their t70 die to a PAK, and unless you’re comfortable camping 1/3 or 1/4 of the map with your single PAK against a faction that has a stronger late game... you get the puma to keep the pressure on and actually finish the t70 so it doesn’t give them sight of the whole map late game.
Thread: GCS2 Citadel faction win rate2 Jul 2018, 22:57 PM
Ost is suffering because they’re basically pigeonholed into getting a puma to counter the t70, otherwise the t70 runs rampant because 3 AT gun shots to kill it is never happening, and the vet 2/3 sight is essentially map hacks. This means Ost usually gets stuck on t3, which is completely dominated by t34/85s, su85s, Mark, and kv1s.
OKW can LUL in a command panther even after going luchs/puma (if needed). Plus OKW early game is a lot stronger.
UKF lacks basic tools, no way around it. They need a snare, they need a way to contest houses and some mobile indirect fire wouldn’t hurt.
USF is mainly good because of the Pershing in my opinion. Sov late game is much stronger in general but being able to LUL out a Pershing is so punishing to Ost because zooks/Pershing totally dominate Ost t3.
That’s the way I see things at least.
Thread: GCS2 Citadel faction win rate2 Jul 2018, 19:04 PM
2 Jul 2018, 18:48 PMferwiner
Statistical significance is truly a huge problem here. We have around 30 players that are so good, they are almost sure to beat anybody out of this club in tournament setting.
Sure, but I don’t think we need statistically significant evidence to conclude that UKF is weak. I mean... does even a single player in the top 50 think Brits are the strongest faction right now?
As for why Sov got better, my take is that people have gotten better at mitigating the Puma, thus they’re better at making it to the later stages of the game where Sov t4 starts to dominate Ost - especially Ost t3, especially especially when mark and t34/85s are involved.
Thread: The MG42 needs to be looked, the allies mg's are dog shit.28 Jun 2018, 00:55 AM
Grens are better than cons. Cons are more wipe resistant. Grens are extremely efficient, Cons suck without ppsh as the game progresses.
All the HMGs are fine and balanced. Maybe change the vet 1 on Maxim like Luciano suggested.
I don’t know what you guys are arguing about.
Thread: GCS2 Barbarossa faction win rate23 Jun 2018, 10:45 AM
I just don't understand why people are so opposed to giving Tommies a snare.
Yes, they're the best mainline infantry in the game - but they also require, by FAR the most investment.
Out of the gate they're extremely expensive, they're horrible at flanking because of their atrocious accuracy on the move, and as Firesparks has pointed out you have to spend precious fuel AND 90 munis to keep them competitive with Grenadiers as the game progresses. Yet Grenadier faust, unlike every other infantry-based hard snare in the game, isn't gated by tech/time.
Did people forget how much OKW struggled against light vehicles back in the day because of this exact lack of snare?
The ONLY reliable snare UKF has is on a research based light vehicle that isn't particularly durable or effective against infantry, AND that snare isn't pseduo-permanent like faust/AT nade/etc.
If you don't want to give Tommies snare, at least give it to sappers in some form. But I don't think that'd be enough. They're already too busy repairing/planting mines/sweeping mid/late game.
Another overlooked problem between UKF and other factions is their inability to terraform the map early game. Not being able to lay wire to deny important green cover/flanking routes is brutal for a faction that relies on engaging in cover and (preferably) at max range at all times.
Furthermore, tying snare to the grenade tech, UKF players will still have to invest EVEN MORE into Tommies to even let them snare in the first place.
Sometimes I just don't even... at the risk of sounding frustrated by people's logic let me lay it out the way it sounds:
1) Hey we know UKF is objectively the weakest 1v1 faction in the game.
2) Dang, they really struggle at actually killing tanks and can get flanked more easily than any other faction because EVERY other faction has a mainline infantry based snare to punish over-extensions.
3) Should we add a snare to UKF? Nope.
Edit: Even if Tommies get a snare, the faction is still going to struggle against HMGs, snipers, and have arguably the weakest assortment of tanks to choose from. Centaur is passable, but a shadow of what it used to be. Cromwell is probably the weakest overall medium in the game and the Firefly is slow, expensive, has an atrocious rate of fire, and requires a huge munitions investment to keep up with other TDs. Comets are hardly worth the cost. Churchills are nice, but difficult to get to in a 1v1. Probably their strongest tank these days though.
Thread: OKW UP?23 Jun 2018, 06:59 AM
OKW is probably the second best faction in the game at the moment, behind Ost. Although it is more of OKW has an advantage over USF, relatively even with Sov but struggles against UKF. Ost has an advantage against UKF, maybe a slight advantage against Sov, but struggles vs USF on all but a few maps.
The way I see it: you have to adapt your play to what you're facing.
Against USF you want to play somewhat defensive early, secure your side and make sure rifles don't bleed you hard. Rifles can't really push Volks in green cover, especially if you're using your Sturms properly to sneak around and swing fights in your favor.
Against Soviet you want to play a bit more aggressive. Volks are extremely efficient against Cons, keep them off fuel to delay their T70. Adapt your tech choices to their tech (generally I prefer 251 Flak against T1 Sov openers and Luch against T2).
Never get schreks on your sturms. You need the sweepers. You need the repair speed.
Don't rush your Sturms in headlong like they're some sort of god unit. If they have to close the gap, they're probably going to lose to anything except REs/Combat Engis. Keep them being sneaky and supporting your Volks.
MG34s can help a ton against infantry sections, guards, penals, and vetted double BAR rifles - all of which will give your Volks problems.
Keep your rak guarding your 251 or Luchs at all times, both of these units are keys to your mid game.
Don't be afraid to throw Volk nades to help win early fights. STGs are nice, but winning the map early is better. Just don't throw the nade and then retreat. Throw it if you know it'll win you that fight/force a retreat.
Volks almost always want to be stationary, at max range, in green cover. (This is the main key to almost all infantry play with the exception of a few squads using sub machine guns.)
Build sandbags with Volks while you're capping.
That's probably it as for the basics. A replay would be of more use to point out specifics in what you're doing wrong.
In: OKW Strategies
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