
Profile of Aerohank
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Post History of Aerohank
Thread: New Patch Meta Predictions19 Jun 2015, 11:57 AM
I've always found that the USF AT guns main weakness was not the penetration (special rounds fixed that), but the fact that it is only a 4 man squad. 4 men squads (that decrew after 3 model losses) at just extremely vulnerable to axis lmg DPS, snipers, and rapid fire mortars. In: COH2 Gameplay |
Thread: Stug G vs. Soviet and Allied armor19 Jun 2015, 09:25 AM
If they removed TWP yes. Otherwise it would be way too good. In fact, I´ve got the strange feeling that the new StugG might be a bit too effective at sniping medium tanks now with the increased penetration and TWP. In: COH2 Gameplay |
Thread: New Patch Meta Predictions18 Jun 2015, 19:22 PM
Guard motor.Especially in high teamgames,lol.Don't even bother playing as axis. Guard motor will not, and in my opinion has not, been such a big deal in big team games. The doctrine is only OP in small games like 1v1 and maybe 2v2. For big team games as axis vs guard motor its going to be: - OKW makes stuka to counter heavy mortars - Ostheer makes tiger+Stug3 Gs to counter T34/85 spam - Obers/lmg grens to counter guards Stug3 Gs will be excellent to counter T34/85 spam. The Fuel wise, you can almost get 3 Stug Gs for 2 T34/85s. The Stug3 Gs TWP ability makes sure T34/85s can't get away, making it very hard for Soviet players to mass up their medium armor. ISU152 has always been a better choice over Guards motor in big team games, with the improved stug3 G and the nerfed 120mm, it will be even more of a no-brainer which one to pick. In: COH2 Gameplay |
Thread: Patch notes for 23rd June18 Jun 2015, 13:20 PM
Yes, the King Tiger spam is going to cause real problems. I've seen players have multiple KTs in team games. 4v4 games can go on for a long time and KTs aren't exactly fragile and hard to keep alive for a long time. But as mentioned earlier KT's actually have a weakness you can exploit, it's not like the IS2 were you have 375 frontal armor AND almost as much speed as a medium tank. The IS-2 has a weakness in big team games: Axis long range heavy tank destroyers. The Elephant and the Jagdtiger both hardcounter the IS-2, ignoring it's armor and dealing high damage from 70-80 range. The closest allied equivalent is the ISU-152 but that thing only penetrates the KT ~50% of the time with AP shells. In: Lobby |
Thread: Best way to balance coh216 Jun 2015, 22:39 PM
I'll give you a chance though: Explain how allies require more communication than Axis. From what I have noticed in team games is that allies require more coördination because assaulting from the front is not as viable as allies as it is with axis. MG42s, Target Weakpoint, always-penetrate-medium-tanks panzerfausts, the schreks, and the high front armor values of Axis tanks all make frontal assaults very dangerous and not rewarding as allies; and you can't pull off a good flank by yourself. Axis on the other hand are better at frontal assaults, which is easier to coördinate with your allies. 1v1 is easier for allies at the moment, but the more players you add, the better the axis become. In: COH2 Balance |
Thread: Guard Motor Solution?14 Jun 2015, 19:41 PM
Aerohank, Porygon has a point insofar as OH is far, far more dependant on static weapon play than Soviets are. Trying and spamming Grens vs a good Soviet player will never work, especially once he has discovered the advanced wonders of the sandbags/Guards combo. Not to mention that Grens need to be parked in order to be effective as well. I know he has a point. I don't think guards motor is fine at all. Soviets in general need some toning down. My post was meant to simply show the hypocrisy in Porygons line of thinking when it comes to axis vs allies balance concerns. In his world view it is: 1) OK for Ostheer CAS to insta-kill tanks near the side of the map, because (paraphrasing) 'you know it is coming so why have tanks be stationary near the edges of the map'. 2) It is absolutely not OK for Soviets to have a unit that does significant damage to stationary units. But somehow I am the fanboy because I think no faction should have broken abilities. ![]() But I digress... And @highfive. I simply make these post so that the developers don't listen to players like Katitof (Soviet defender #1) and Porygon (guy who claimed the march deployment imbalance fiasco was just Soviets needing to L2P). In: Lobby |
Thread: Guard Motor Solution?14 Jun 2015, 15:12 PM
You know it is comming don't you? Just like with CAS. You know the 120mm is comming so why make static units? Or do you only have brilliant logic like that when it comes to dealing with CAS? In: Lobby |
Thread: Guard Motor Solution?14 Jun 2015, 13:16 PM
Spoken like a true hypocrite. It's the exact same logic you use when you are defending CAS. LOL, I hate to say that you seems quite having tears of rage from, CAS, to be truth, your own mistake. You know there is a 120mm on the field and you have your units stand still? Seriously? What a genius logic indeed. In: Lobby |
Thread: Maps you really REALLY do not like to play on9 Jun 2015, 20:01 PM
When I play 1v1, I get the "Ah f*ck, not this map" feeling no matter what map loads when I am playing axis. In: COH2 Gameplay |
Thread: Loitering JU-87 anti-tank stuka too strong?9 Jun 2015, 14:25 PM
Looks like the angry furries have arrived for their daily dose of hypocritical axis bashing You should see or hear me play Axis if you think this is the case. The constant overpowered Guard Motor meta and the elite rifle flamer spam make me want to uninstall the game. However, that does not mean that everything on the axis side is somehow immune to being overpowered. In: COH2 Gameplay |
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