Profile of broodwarjc
General Information
Register Time: 5 Jul 2014, 03:34 AM
Last Visit Time: 9 Jun 2023, 11:33 AM
Steam: 76561197974357014
Birthday: 1989-06-02
Residence: United States
Nationality: United States
Timezone: America/Winnipeg
Game Name: Broodwarjc
Register Time: 5 Jul 2014, 03:34 AM
Last Visit Time: 9 Jun 2023, 11:33 AM
Steam: 76561197974357014
Birthday: 1989-06-02
Residence: United States
Nationality: United States
Timezone: America/Winnipeg
Game Name: Broodwarjc
Post History of broodwarjc
Thread: Shreks need long range accuracy nerf9 Nov 2014, 16:59 PM
This would also tone down the Volk blob's AT power to help the blob not be so damn effective. In: COH2 Balance |
Thread: Build Orders for Counterattack Tactics8 Nov 2014, 16:17 PM
So is Counterattack Tactics viable in 1v1? Also what is other player's BOs in 2v2? Mine is: Tier 2 Con Maxim Maxim Zis Shocks Tier 4 Katy B-4/KV-1 (order depends on what enemy tanks are out) SU-85 I am falling in love with this doctrine, not the usual hold out for ISU or IS-2, plus B-4 is squad wiping monster. KV-1, while low damage output, can absorb crazy amounts of damage from enemy tanks. |
Thread: Wehrmacht - Your basic strategy8 Nov 2014, 15:43 PM
For 1v1: I have been trying Mechanized Assault doctrine: Ass Gren Tier 1 Gren Gren MG Tech 1 Gren Tier 2 Pak Stug E Panzer Gren w/Shrek Hold out for Tiger Ass Grens either catch people off guard or suck your MP down the drain, so I am experimenting with this build without building the Ass Grens at all (Which might be prudent considering the buff for BARs that makes Riflemen good at close combat). Paks have also been hit or miss, the damn Panzer Grens though always seem to lose one model the instant someone fires at them, so 90% of the time they are a 3 man squad and Shreks aren't the most accurate things in the world anymore... Another build I have been trying: Osstrupen doc: Osstrupen Tier 1 Gren Gren Osstrupen MG Arty Officer Mortar Tech 1 Pak Panzer Gren w/Shrek Tech 2 (Skip building Tier 3) Tech 3 Tier 4 Panther Panzerwerfer Arty Officer buffs range and can coordinate abilities of both Mortar and Panzerwerfer. Rail Arty can break clumps or gimp US Forward Reinforce Point. Build more Osstrupen throughout and use them to absorb fire while Grens get kills with LMG. Tank rushes can be a headache, becasue Pak is meh now. This build might also work well in 2v2 with more mortars and a partner to be on push duty with you on defense/arty duty. In: Lobby |
Thread: Strongest 1v1 Faction this Patch (October 2014)7 Nov 2014, 17:23 PM
Soviets are the strongest in 1v1, their call-in structure is just too good to beat with other factions. They can tech the least and not falter a single step. OKW is definitely 2nd, but only because they have two units which slow down USF so well in early and mid game (Kubel and Puma). USF is third, they really struggle against OKW, but shine against Ostheer. Ostheer is last, they have to tech the most of all the factions(at least 2 tiers), and they are hampered the most by unit losses(RNG squad wipes hurt so bad) over any other faction(exception being Osttrupen spam). In: COH2 Balance |
Thread: How to fix ISU-152 and JagdTiger7 Nov 2014, 17:11 PM
This guy gets it^. Too many people focus on what can kill what and not what can counter what. All ladder modes are VP attrition, not annihilation. This game is based around unit preservation, this is what drives people crazy with units that can instant kill. ISU can instant kill infantry out of fow and Jagdtiger can shot through building(which provides fow) to seriously damage tanks. In: COH2 Balance |
Thread: Improving my Macro7 Nov 2014, 14:37 PM
Yep, I prefer playing 1v1. Yep you sound to be on about my level (check my player card). Although I am moving more to 1v1 due to horrifically bad 2v2 teammates. Something I have also found is player's fail to think of long term goals for a game, many try to be too aggressive and get the highest kill count. They forget that the mode is annihilation but Victory Points. I usually have a lot of deaths on my side, but the enemy will lose by a fair margin of VPs. So remember that the focus is VPs and try not to get too aggressive only to realize too late you have too few VPs. In: Strategy Desk |
Thread: Artillery Field Officer7 Nov 2014, 14:29 PM
Didn't you know? The best thinking is done on the toilet! Nice explanation nigo of the Arty Officer, going to have to try some Ost + Off builds now. Would you suggest this for 2v2 and up or maybe a 1v1 version could work? In: Strategy Desk |
Thread: OKW Repair Speed6 Nov 2014, 20:46 PM
Consider that OKW is hampered by doctrinal necessities in other areas, such as not having a non-doc HMG, very few types of non-doc build-able defenses, and having no mid-game vehicle call-ins. Late game is ALL about the OKW getting out 1 good tank, so giving them good repair is the only way to keep it in the fight versus several tanks from other factions. The Ostheer is definitively the weakest in repair options, Pios only plus over other support infantry is bunkers(which the fighting pit is better than with RE in it). In: COH2 Balance |
Thread: Heavies vs mediums - unfair and stagnating the meta6 Nov 2014, 17:23 PM
Heavies are fine, super heavies are the problem, either that our people need to better strategize for flanking. I see alot of casts of players not flanking they just rush head long at a tiger with their 2 E8 Shermans or 2 T34/85 and then cry OP Axis when their tanks fail to kill the Tiger from the front. In: COH2 Gameplay |
Thread: Company of Call-Ins 2 - An Argument for Change6 Nov 2014, 15:45 PM
How about increasing pop cost of heavies extremely? Having one of them would be harmful, and having two impossible with any other unit Pop cap is already pretty low, plus I don't want games to get to a point where players just run their squads into the enemy base to get them wiped to get the pop cap for a heavy tank. Would go against the unit preservation mechanics of the game. In: COH2 Gameplay |
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