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Thread: 120mm Mortar M1943 - no counter, no weakness9 Jan 2015, 22:49 PM
Hard countered by mortar half-track, which in return impossible to counter. Welcome to fug Allies club. In: COH2 Balance |
Thread: Favourite Unit?5 Jan 2015, 23:49 PM
Kubel Ace. This thing is like turbo maxim. In: COH2 Gameplay |
Thread: Quentin's solutions for PERFECT BALANCE1 Jan 2015, 21:06 PM
Remove all tanks but stuart p2 t70 and sug e In: COH2 Balance |
Thread: Forward Headquarters broken?1 Jan 2015, 18:06 PM
No, it was 4v4 counter, in 2v2 you should just build 4 grens, ignore forward hq, and cap everything else. Once you have mortar ht its gg. It may be more complicated in game than "on paper", but people hugely overreacting and exaggerate forward hq benefits compared to it disadvantages, where it one of only two good abilities this doctrine disposes, others being totally worthless. In: COH2 Balance |
Thread: Forward Headquarters broken?1 Jan 2015, 11:11 AM
Because rushing important building when you see this doc on loading screen was never an option. Besides, who forbid building double mgs to pin everything near forward hq and double mortars to shoot them down? If Axis can not attack move something with their blob, it must be broken, nerf asap. This doctrine is free win for Axis past 10 minutes, i never saw it pay off in any kind of serious game since WFA release. In: COH2 Balance |
Thread: Excess Manpower31 Dec 2014, 17:54 PM
It would be really cool if they removed the fuel and munitions penalty and slapped on a manpower penalty instead. Would force us to stop blobbing and get a mixed army of light and heavy vehicles. Of course, unit costs would have to be tweaked. Thought same myself, it actually would make so much sense, but probably too late for so radical changes. Maybe relic should overlook OKW reinforce and tech cost (making 2nd and 3rd trucks cost 400 mp or flak hq cost 600 mp sounds reasonable)? In: OKW Strategies |
Thread: THE GREAT DILEMMA: TO HELP OR NOT30 Dec 2014, 09:01 AM
Depends on situation. Best way to carry pubs is to play ultra aggressive and push your side so hard that whole enemy team forced to react, thus sacrificing map control. Also it always better to count on yourself then some randoms (and sometimes not only randoms) as long as you confident in outcome, in any situation. In: Lobby |
Thread: Soviet 2v2 Randoms and Tier 1 28 Dec 2014, 07:15 AM
Pointless discussion, builds are situational so as tiers, depending on map and who Allies playing against (double okw, double wehr, in case of mixes even their position is important). On huge maps m3 flamers could do wonders, on open maps doubling one side with snipers is always good idea, on close ones conscripts into whatever decent choice. Its really depends on your luck with ally and his understanding of game flow and not tier he choose. Also this patch maxims are terrible, rifle grenades bring maxim from full health to 1-2 members, and it would be lucky to retreat after that. In: Lobby |
Thread: Lack of new playstyles24 Dec 2014, 07:28 AM
killer of snipers, also try mg 42 arp rounds with first strike bonus from camo.
how sprint on shreck pgrens could be useless?
Super situational, but nonetheless very hight impact ability Generally, balance in 4v4 so broken that Axis can play without doctrines and have good pool of reactionary builds while for Allies it shrink to b4+mark target isu+is2+usf inf/airborne and same double t2 maximspam+t1 units for kubel counter snipers and flamers+classic usf riflespam into jacksons and situational scotts. Relic should release new USF commanders, which will make double or even triple usf playable for something more than 15 minutes. Allied war machine, rangers and other juicy stuff. In: Lobby |
Thread: artillery and late game squadwipes22 Dec 2014, 19:51 PM
4:57 Ofc, 4v4, huge rng luck etc etc, still German mortars disgustingly strong for their 240mp cost and equal number of Soviet mortars always loses to equal number of German mortars since precision strike nerf. In: COH2 Balance |
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