Profile of Napalm
General Information
Last Visit Time: 5 Jan 2026, 01:42 AM
Broadcast: https://www.twitch.tv/theangrybearstv
Steam: 76561197993726353
Nationality:
Canada
Game Name: Napalm
Last Visit Time: 5 Jan 2026, 01:42 AM
Broadcast: https://www.twitch.tv/theangrybearstv
Steam: 76561197993726353
Nationality:
CanadaGame Name: Napalm
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The views and opinions expressed in my posts and topics are solely those of the Napalm. These views and opinions do not necessarily represent those of Relic, the developers, The Angry Bears and/or any/all contributors to this site.
Post History of Napalm
Thread: The problems with OKW.4 Jul 2014, 06:30 AM
MoerserKarL, I've landed a satchel charge on a King Tiger. It was a wonderful achievement. Excellent job on the demo charge. In: COH2 Balance |
Thread: The problems with OKW.4 Jul 2014, 06:02 AM
The weak point of OKW in my opinion is that they cannot easily attain a critical mass of AI units. They're swimming in AT options with Schrecks on Volks, Puma, Panther, Jagdpanzer4, Raketen. This is what bothers me most about the current balance of the game and high lights the difficulties as a Soviet player. Soviets have to 'manage' to defeat the OKW early. I use the word manage as StrumPio's are out performing every infantry type except for Shocks. Somehow, we are expected to take advantage of the OKW's slow fuel gathering by bringing out armor early-mid game. It is very hard for the Soviets to advance armor when it is hard countered through the Schrecks, Puma, Jagdpanzer or Raketen. Puma/Shrecks and Raketen hard counter the T70. The Jagdpanzer hard counters the T76 and SU85. Shrecks continue to nibble damage. It is now mid late game and the Soviets have exhausted fuel on early light tank and a medium tank. Either one of the two new Super Tanks are coming. The Soviet's lack any sort of hard counter to them. The SU85 can't flank due to lack of speed, mobility, and weak armor. The IS2 can take it them head on but cannot over come their massive amounts of frontal armor. All counters take damage from the Raketen (including the IS2). Its now late game. The OKW player has Super infantry on the field. All soviet infantry melt. Your T70 or T76 is one shotted by the Super tank. You can bring out the KV8 to deal with the Super infantry but it will be killed by the Super tank. You choose a second IS2 but the OKW player has dispatched their second Super tank or have brought out a Jagdpanzer. This is the situation my clan is dealing with right now. Something has got to give in terms of OKW superiority. They do fine early game and ramp up starting mid game. Come the 20 minute mark the OKW can yield Super infantry. At the 30 minute mark the OKW can yield Super tanks. The Soviets lack counters. Non-doctrinal counters are literally impossible. I don't have all the answers but I feel the Strumpios need to be toned down to allow Soviets time to expand the field during the early game. The T70 needs to be looked at and adjusted accordingly when compared to the Puma or PII. The SU85 needs to be looked at and adjusted accordingly when compared to the Jagdpanzer. The only weakness I've identified in the OKW game play is if you are able to destroy one of their trucks. They will be unable to field a King Tiger but could still go for the 13CP Jagdtiger. In: COH2 Balance |
Thread: Infantry Support gun one-shotting squads4 Jul 2014, 05:26 AM
The infantry support gun appears to have laser accuracy. I have yet to have a squad one shotted with it but the accuracy is really damn good. In: COH2 Balance |
Thread: Official Obersoldaten OP Thread4 Jul 2014, 05:18 AM
Units need to be toned down. In groups of 3 they are impossible to kill. The T70 had a lot of difficulty. If you yield a KV8 you are screwed for the up coming Super Tanks of the OKW. In: COH2 Balance |
Thread: The problems with OKW.4 Jul 2014, 00:08 AM
Proud to say I was crushed by a Brad or two. ![]() In: COH2 Balance |
Thread: CoH 2 DPS Spreadsheet3 Jul 2014, 23:51 PM
Would be lovely to see that chart with some early units as well such as Pios, SturmPios, and Assault Grens. In: COH2 Balance |
Thread: World of Jagdtiger Online3 Jul 2014, 20:41 PM
But I have friends Lots of them. In: COH2 Balance |
Thread: World of Jagdtiger Online3 Jul 2014, 20:10 PM
A thread about massing the by far most expensive unit in the game? Sounds legit. In a 3 v 3 the Axis can yield 3 Jagdtiger's without a strain. Add a narrow nap, or a map with few channels for flanking and a stand off occurring. Take Lazur Factory for example. Through attrition, additional Jagdtigers are called to the field as everything is at a stand still. OKW still has anti tank weapons that are effective in these circumstances. Timing plays a critical factor as well, the IS2 gets dispatched at 11CP and the Jagdtiger at 13CP. 2CP to turn the battle is a bit rushed, don't you think? In: COH2 Balance |
Thread: World of Jagdtiger Online3 Jul 2014, 19:14 PM
Bulgakov; let's keep it constructive chap. Judging by your record of zero 3v3 and 4v4's you really have nothing constructive to submit to this thread. Did you read the disclaimer? In: COH2 Balance |
Thread: World of Jagdtiger Online3 Jul 2014, 18:56 PM
Good thoughts Do you believe a single unit should change the entire out come of the game? Do you believe this unit should require the opposing player to throw everything they have at it to be able to defeat it? Those are super hero units in my opinion and should not be in this game. King Tiger v1 was a great example of this. I aliken it to your special character in Dawn or War II expect with more power as you can field numerous of them at the same time. Apparently, given Relic's track record hero units are here to stay. Comparing a tank on tracks to a B4 is a bit silly. I have been using the B4 religiously since the patch and it does pretty good again the OKW but that is not the point. I thought of the one time call in. It's still an option but I thought of it being a bit too harsh. It would work though in preventing the massing of the units. I understand balancing is hard. Just looking at the StrumPio's I can see that a lot of thought whet into giving a opening unit a weapon profile that is better than anything the Allies can yield shy of a HMG. In: COH2 Balance |
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Latest replays uploaded by Napalm
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VS
~TAB~ Glendizzle
~TAB~ Napalm
~TAB~ Cabreza
~TAB~ Choccy Starfish
[VR] Ranger
[VR] @WhiskeyWC
[VR] Krieger
[VR] johnci13
1-1,985 -
VS
~TAB~ Father Christmas Bear
~TAB~ Beemer8
~TAB~ dpfarce
~TAB~ maskedmonkey2
IPL{Rycerz}Orku
[Sturm Division] SneakyGnu
[Sturm Division] WomBado
[Sturm Division] niko-85
TAB vs STURM DIVISIONby: Napalm map: Lienne Forest1-1,620 -
VS
~TAB~ Coaster
~TAB~ Beemer8
~TAB~ Napalm
~TAB~ General Winterfeld
[TATUZ] G.dot
[TATUZ] Black Dynamite
[TATUZ] About 37 Cops
[TATUZ] Blue Semtex?
Please Ignoreby: Napalm map: Lazenrath Ambush3-2,056 -
VS
Jewish Sympathizer
globalinfoweb
Aljobe
kyz31
~TAB~ Napalm
SS Aryan_masterrace_420yoloswag
~TAB~ Choccy Starfish
RiffzBearrito
Stuka Close Air Support Cheeseby: Napalm map: Faceoff at Rostov1-2,030
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