Profile of Bryan
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Posts: 412
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Ireland
Timezone: Europe/Dublin
Game Name: Bryan
Nationality:
IrelandTimezone: Europe/Dublin
Game Name: Bryan
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Post History of Bryan
Thread: Generals Gentlemen Shoutcasts!18 May 2014, 18:50 PM
Enjoyed that, cheers lads. In: COH2 Shoutcasts |
Thread: Remove capping ability from all support weapons?18 May 2014, 16:09 PM
Important to keep in mind, a change such as the one suggested would probably result in support weapons prices across the board would have to be reduced accordingly. Also, allot of the 1v1 maps in Coh2 are actually quite large, some were clearly made to be dual 1v1/2v2 maps and as such, this has a knock on effect to how support weapons fare, with their reduced LOS compared to standard infantry, less mobility and points spread further apart then say, a VCoh map. In: COH2 Gameplay |
Thread: The Med Pack (Gren Vet 1 Ability)15 May 2014, 13:08 PM
I'm curious and a really brief google did not provide the answer, how much HP does it provide and how long does it take? I've used it once or twice recently, usually on squads that were down to say 2 men, then i'd use a halftrack to reinforce them and they are back to full health, but I reckon that could be down to how damage was distributed through the squad (i.e. the other two lads caught the bullets for the most part). Just wondering really, I know at 20 munitions they are purposefully not designed to be a long term efficient solution to your healing needs, but i've been playing around with the Jaeger armor doctrine (one with the Elaphant+Riegel mine), so hence trying to use the halftrack more as the teller mine is currently bugged and the Riegel I believe is better (don't quote me on that!). It just occurred to me, that even if it is not the most efficient means of healing, I don't mind sacrificing some early game efficiency for a better, more efficient mid game by securing territory through brute force. I suppose just growing a pair and building my standard med bunker in a forward position would be an option, but that is sort of map dependent. I reckon it could have some good synergy with the halftrack and large t1 play, but maybe i'm barking up the wrong tree as few ever use the med packs and I have not really got to test it in a proper tight game. Any help would be appreciated, cheers! ![]() |
Thread: Osttruppen Reserves - what's the point?14 May 2014, 17:39 PM
If you get the LMG, it's a real boon. Otherwise, meh, with vet they are okay and you get two more capping squads with decent dps. I'd probably only risk it vs soviet sniper strats or if i'm already ahead in a game. In: COH2 Gameplay |
Thread: Western Front - lack of info?14 May 2014, 15:22 PM
Sure that's why I'm not going to preorder it. I think its pretty sensible to avoid preordering as a general rule of thumb, for the above reasons. In: Lobby |
Thread: Luck of the Irish vs A'Gren Onslaught11 May 2014, 20:33 PM
![]() I feck up the early game, he really has a Gob Bluth moment. Funny and has a nice learning point at the end. gg, wp ^^ In: Replays |
Thread: What's part of the CoH 2 meta? 10 May 2014, 16:45 PM
COH2 imo is allot about reading what your opponent is doing and countering it as the game has allot of hard counters compared to soft one's. So watching replays/streams and playing games should get you up to speed adequately. Von Ivan, Stephennif and Luvnest in particular are high level players who during streams explain the game if you ask them politely why they are doing things. Sorry I can't be more specific, but that's my thoughts on how to learn coh2. Edit: Also, territory is more important then the manpower game in COH2 imo. As you gain all kinds of resources from points. In: Strategy Desk |
Thread: Sherman Spam .....10 May 2014, 15:57 PM
In general this patch, I go for a tiger doctrine which at 11 cps spanks most soviet units, bar the ISU. You can usually tell an opponent's doctrine before 9 cps, so if you feel call in tanks are on the way, simply start to prepare for that with a teller+pak, shreks/pak or even two paks and keep a gren squad close to faust so you don't get circle jerked. A good opponent generally speaking won't let you kill the shermans with those options, but you should be able to hold until the tiger. If they are using the call in fuel for muni ability, it means less mines, which is a good thing for you. All imo of course. Edit: And i'm pretty sure with good positioning, German t3 should be able to match Shermans if you support it properly. |
Thread: Wire Goes to My Head10 May 2014, 15:45 PM
just spam cons...no skill Sorry to hear you think that, but a 6 con opening has a few scaling issues as DanielD points out. The wiring and MG42 usage early game really presented a problem to a strat that relies on aggression and early game dominance. If you're having problems vs this kind of build, play Ostheer more concertively and with proper placement of units, on most maps you'll come out ahead unless the Soviet executes some great flanks. @DanielD, Cheers, only when starting on the West Side do I usually go a con heavy build on this map as usually you can push the cutoff's pretty hard and maybe even steal an MG42 with a flank, which is effectively gg. When neither happened, I knew I was gonna need AT fast and felt after the 1st Zis i'd need another as Stug E's would not be far off. Without a Maxim as you say, its hard to hold ground and as MG42's gain vet and Grens get LMG's, its a losing manpower war with soviet infantry. I usually do heal up my AT guns, but for some reason in this game I was really afraid if I lost the middle when they were healing, i'd not have enough to push if he made a hard point there, so I settled on using the camo ability which is really cool! In: Replays |
Thread: 1v1 Tips for Semoskiy10 May 2014, 01:23 AM
Pretty much as above, hold the middle and branch out from there. Currently imo this map is soviet favoured as cons/shocks have plenty of shot blockers/cover to close the gap. I'd suggest a heavy t1 and a doctrine that has the Tiger. You can expect to face 5-6 enemy infantry squads+engineers, so keep that in mind. Once you get into the mid game proper, things ease up for Germans if your early game was solid. Or just veto the map for now. |
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