
Profile of Rocket
General Information
Email: wbafnyrf0(mol)tznvy.pbz
Facebook: https://www.facebook.com/jonathan.sales.79
Twitter: @JonSales5
Steam: 76561197972942793
Birthday: 1987-01-23
Residence:
United States
Nationality:
United States
Timezone: America/Indiana/Indianapolis
Game Name: Rocket
Email: wbafnyrf0(mol)tznvy.pbz
Facebook: https://www.facebook.com/jonathan.sales.79
Twitter: @JonSales5
Steam: 76561197972942793
Birthday: 1987-01-23
Residence:

Nationality:

Timezone: America/Indiana/Indianapolis
Game Name: Rocket
Signature
Post History of Rocket
Thread: Is the King Tiger still worth 260 fuel?18 May 2015, 18:36 PM
Pff do you know how many 85's or e8's it takes us to actually take that thing out. The way it use to be I would completely suprise it with my e8s lets say 5 of them completely surrounding it and some behind it some how it would still manage to just back its ass up against a building or something like that and boom I end up losing all my tanks because they could not pen the front or sides reliably enough that the at guns are targeting my tanks now and the shrek mobs have arrived and there always shreks somewhere nearby. The result a lot of times was even tho I caught it out of position it could still manage to survive with say only needing like one pen hit left to kill. That thing was auto loss for a heavy USF force in 4v4. Part of the reason they lowered the armor I believe was so the jackson could reliably pen it which it should its mostly the only answer the USF had for it but then they would not reliably pen it and the jackson is so susceptible to other AT. If they put the armor back to where it is then it needs to take much more dmg faster in the ass. Also there are plenty of maps where it is near impossible to properly flank with with mediums. In: COH2 Balance |
Thread: Soviets are too strong14 May 2015, 14:50 PM
Yeah I think so the one where your t34/85 can be knocked out in two hits of a flak emplacement, at gun, or jagdtiger that can fire halfway across the map? or a Tiger crew shocking your tank every other hit. In: COH2 Balance |
Thread: Soviets are too strong14 May 2015, 14:36 PM
Throughout the patches the Soviet faction has been buffed for the lategame, while the Axis lategame has been made weaker. I still find the axis have the advantage late game there resource rates excel later on with trucks and what not seems soon as well kill one tiger or kt another one is right there to replace it and eventually we can't keep production up quite the same the axis still has far better AT options with there at guns, shrek mobs, pak emplacements, jagdtiger. In: COH2 Balance |
Thread: OKW Op.... really?8 May 2015, 20:17 PM
OKW needed the Ober nerf = Check All that is missing is Walking Stukka wipe all your infantry at once nerfed check box checked. They tried solving the issue before by buffing the katusha then everyone freaked out when all that was needed is put the stukka on par with the katusha but usual relic backwards thinking although this finally seems to be changing. And the raketenwerfer got a buff too I think which they did need. In: COH2 Balance |
Thread: OKW Op.... really?8 May 2015, 18:20 PM
On many maps IMO there are very key points that lead to control to the several other key points and some the majority of the map. Having that concentration of force to take over these key points can win the early game in my opinion. if we lose trying to contest one of these key points early game and you have time to set up defenses it takes the USF too long to get the support weapons we need to push you out of these key points. yes we could settle for other areas but like I said it will probably end up in defeat. I agree our starting infantry are better but okw can go mg34 or kubel rendering our better infantry useless when they are pinned. Especially the maps where they put two victory points and fuel close together lets say an area highly contested if we lose the first fight there and okw have time to set up we are probably done for unless we can buy time to get arty etc. I am not saying they are much better I feel a good USF player can win that first fight there are things we can do smoke garrison etc to win that but I feel right now things are pretty even compared to before. However your not going to agree that the forward hq truck which is really hard to destroy early to mid game does not allow okw to have a better map presence from simply getting to points faster and to defend points faster? I notice this all the time. It takes USF a much longer time to get our major and a med truck up and going to do this equally but it is highly susceptible to the walking stukka or anything really unlike the hq truck even if I force you to retreat off it I would have taken loses and if its already set up what are riflemen going to do to it? You can simply take it back once you've refreshed your squad. Plus you can just reinforce defending it why i'm attacking it your going to win that fight. Even if you conservatively put the truck a point ahead of your base its going to help get your infantry back on the front line faster and key points. I guess a captain could take it out but that is going to take time and I doubt you could get him close enough with a force to do that In: COH2 Balance |
Thread: OKW Op.... really?8 May 2015, 01:07 AM
Please tell me how early game the allies have the benefit when the okw gets an almost immediate forward retreat point that USF does not get until they tech to major like wtf??? Obviously we have to run a mile back to base to refit, okw doesn't. We have to make a ambulance to heal them okw doesn't. Which is very relative a 5 man squad with only half squad hp might as well be a 2 man squad with full hp which happens all the time. As said before Allies early game is a myth. I mean shit you even have a mobile suppressing machine that strums can repair faster than we can destroy it with like 3 squads. Point is you can overwhelm us easily just because you don't have to take near the time to get back to the contested point as well as I believe this promotes okw inf blobs early on and obviously 1 vet rifle squad cant beat two or more squads at once even in cover. also early/mid game you can pull shreks out of your infantrys back pocket to react to a situation like sat a USF flak truck. We have to go alllllll the way back to base as well as spend resources to unlock them and equip them which can only be done at our base. Oh and the shrek is almost 5 times better than the zook that you can equip on the field. Okw is best it has been right now as far as balance the only thing they need is a walking stukka nerf. In the last patch Relic took considerable time to even out the counterparts of allies and axis as well as take away lethality. Stukka not the case way better than the katusha. With simple guessing and on some maps there is nothing you can do to get squads wiped as retreats are highly predictable. Well then don't blob you say? Then how can my infantry fight okw blobs? They can't. Travishamockery. In: COH2 Balance |
Thread: Balance of power has shifted to Allies in 4v4AT (imo)7 May 2015, 18:26 PM
TLDR: Read it you dolt. This is an in depth look at problems which arise in 4v4, if you don't want to look at the issue in depth you should just move on. Wow could not agree more! I would like to add also my fav commander is USF Rifle Commander which I choose somewhat for the vet rifles and late game replacement but even more for the E8's I am really good with them. If i can yes I will take advantage of the decrew pop cap to get up to 5 e8's at times I think there was one time I had like 8 but it does not really matter the game was already far decided by then. To the point it is necessary to have AT LEAST 3 e8's to possibly kill a tiger of any sorts if you can get behind it. We need the popcap decrew ability to have a chance. USF needs a lot of tanks just to take down 1 tiger. Axis have just one tank they have to micro that is FAR easier than trying to micro 5 shermans to get behind a tiger to take it out and try to escape with out losing all of them and trying to use their smoke to block at guns { which sucks compared to axis that fires almost instantly and can be fired on top of their tank shermans have to be fired a ways away from it which i've never understood why.} All the micro the Axis player has to do is back their tank so the ass is facing a building or just hit the get out of jail speed button and kt goes backwards as fast as my shermans forwards. If a p4 or panther hit the get out of jail smoke button. I disagree with zooks being a viable USF AT though anything past a puma is just going to laugh at your zooks and you spent munitions to get them and mp and fuel to unlock them and lost a little inf dps. Although your often forced to get them anyway if you go the lieut route. In: COH2 Gameplay |
Thread: is2 and tiger ace7 May 2015, 17:52 PM
I feel like the IS2 topgunner is sniping all the models? (more so than other topgunners) LOL Why should only the IS2 have production limits? Also they most likely had control of most the map and fuel caches to do that. The IS2 does not pen German armor that well especially heavy armor. It does do what it is suppose to do kill infantry which all german armor is also pretty great at doing except maybe the panther. Can't tell you how many one shot rifle men squads i've had die from a tiger I. It needs the speed and armor to be able to flank and it is the only tank allies have that can actually spearhead a push. The tiger I ace also crew shocks like crazy sometimes if that happens to your E8 sherman your going to lose it for sure unless you got something to smoke cover it. I think all the heavies at the current state are just fine. In: COH2 Balance |
Thread: A letter to Relic COH2 Game balance team23 Apr 2015, 17:18 PM
As far as 3v3 and 4v4 go this is the best patch yet IMO since western front armies were introduced. Obers and Volks got proper nerfs they are still plenty durable late game but allied infantry now actually has a chance to go toe to toe with them before there was just no chance against blobs of okw inf even with arty supporting your inf. KT and Panthers can actually be punished for getting out of position that has been needed forever and they can't just simply back there tank up with there rear facing a building if they do get caught cause we actually have a chance to pen the front now. This use to lead allies into potentially losing all our tanks as it would literally bounce 10 shots off the front with us only needing like one more pen hit to kill but by a miracle it still survived. It gave axis too much time to react with shrek mobs trying to kill one. They gave Wermacht proper buffs which they indeed needed. My only complaint is they put a lot of time into balancing counterpart units and decreasing lethality on both sides as far as arty goes but they did not touch the stukka that thing still IMO wipes squads like crazy and can sometimes be unavoidable even if you insta retreat they might still guess your retreat path which can be easy to do on some maps. It is far better than the katusha is. In: COH2 Balance |
Thread: Lend-Lease fuel drop and OKW base AA defences2 Mar 2015, 19:14 PM
What is really dumb is the german luftwaffa supply or whatever drops fuel on their fuel cache on there side of the map and the plane spawns from there side not even giving allies the option to shoot down there plane which makes no sense to me. We would have to push them off there fuel on there side of the map which there obviously going to protect fiercely. However I can usually get the planes through by targeting the drops at the very edges of friendly base territory not to say however that maybe on some maps it might be impossible to get them through with the flak hq positioned in certain spots. In: COH2 Balance |
331256330047330036328159328126327882327742327722321327294138
Latest replays uploaded by Rocket
Livestreams
![]() |
![]() |
![]() |
44 | ||
![]() |
![]() |
![]() |
25 | ||
![]() |
![]() |
![]() |
17 | ||
![]() |
![]() |
![]() |
5 | ||
![]() |
![]() |
![]() |
4 | ||
![]() |
![]() |
![]() |
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.779115.871-1
- 2.1663332.834+3
- 3.1707599.740+1
- 4.1055491.682+1
- 5.591252.701-2
- 6.1100598.648-1
- 7.253121.676+2
- 8.16837.820+4
- 9.1115892.556-1
- 10.634317.667-2
- 1.26187.750+11
- 2.2305937.711-1
- 3.871508.632+4
- 4.778386.668+3
- 5.21183.718+5
- 6.9632.750+3
- 7.246100.711+6
- 8.220111.665-1
- 9.248125.665+5
- 10.13446.744+2
- 1.1615790.672+2
- 2.434221.663+1
- 3.432244.639+1
- 4.14946.764+2
- 5.20970.749+7
- 6.507221.696+10
- 7.23879.751+3
- 8.544342.614+7
- 9.650449.591+5
- 10.1385516.729+6
- 1.642326.663+5
- 2.945253.789+4
- 3.615259.704+9
- 4.448137.766+4
- 5.35932204.620+7
- 6.14854.733+7
- 7.810388.676-1
- 8.774469.623+3
- 9.1104611.644-1
- 10.970625.608+6
- 1.33761213.736+12
- 2.385176.686+15
- 3.1885321.854+22
- 4.605198.753+14
- 5.575115.833+3
- 6.1070616.635+9
- 7.441179.711+8
- 8.878409.682+3
- 9.71779.901-1
- 10.11738.755+6
- 1.33131620.672+3
- 2.354157.693+1
- 3.456275.624+2
- 4.505276.647+5
- 5.26587.753+2
- 6.766394.660+5
- 7.1305702.650+1
- 8.227123.649-2
- 9.30742187.584-1
- 10.10749.686-2
- 1.830388.681-1
- 2.468178.724+1
- 3.400214.651-1
- 4.16774.693+2
- 5.162106.604+1
- 6.619340.645-1
- 7.196118.624+2
- 8.231127.645+1
- 9.7426.740-1
- 10.770335.697-3
- 1.23459.799+3
- 2.419222.654+2
- 3.1537969.613+4
- 4.199133.599-1
- 5.322183.638+2
- 6.350281.555+2
- 7.503372.575-1
- 8.520344.602-2
- 9.11981228.494+3
- 10.893617.591-4
- 1.838410.671+1
- 2.1358229.856+19
- 3.784321.710-1
- 4.734212.776+15
- 5.1853775.705+13
- 6.919728.558+2
- 7.24892.729+2
- 8.8022.784-1
- 9.368125.746+1
- 10.320225.587+7
- 1.14442.774+2
- 2.17601230.589+1
- 3.1572674.700+1
- 4.21761401.608+9
- 5.856517.623+1
- 6.478229.676+2
- 7.2199724.752+3
- 8.531258.673+2
- 9.839558.601+2
- 10.585304.658+1
- 1.564316.641+20
- 2.475171.735+12
- 3.662370.641+1
- 4.13943.764+2
- 5.373207.643+1
- 6.667299.690-1
- 7.19798.668+2
- 8.28590.760-1
- 9.196115.630+1
- 10.412270.604+2
- 1.793252.759+6
- 2.355.875+2
- 3.694316.687+12
- 4.816327.714+3
- 5.60932676.695+5
- 6.1257402.758-1
- 7.1233729.628+6
- 8.438197.690+9
- 9.1083522.675+12
- 10.997510.662-3
- 1.30688.777+1
- 2.240118.670+8
- 3.888214.806+7
- 4.375108.776+9
- 5.463159.744+17
- 6.911154.855+14
- 7.1389502.735-2
- 8.549100.846+4
- 9.2056690.749+5
- 10.704284.713-1
- 1.1102461.705+3
- 2.27311470.650+1
- 3.486197.712+1
- 4.349177.663-1
- 5.10926.807+2
- 6.16881.675-1
- 7.1061384.734+12
- 8.220123.641-2
- 9.249142.637+9
- 10.281111.717-3
- 1.341130.724-1
- 2.7415.831+6
- 3.8326.761+2
- 4.17584.676+8
- 5.323147.687+4
- 6.264145.645+3
- 7.17077.688-4
- 8.290213.577+1
- 9.355304.539-1
- 10.8436.700+10
- 1.435271.616-1
- 2.396285.581+1
- 3.18377.704+6
- 4.544367.597-1
- 5.1007705.588+3
- 6.397255.609+1
- 7.1061842.558+2
- 8.480339.586+1
- 9.479266.643-1
- 10.22711509.601+3
- 1.731252.744+7
- 2.452155.745+4
- 3.5416.771+1
- 4.43965.871+3
- 5.316120.725+1
- 6.326171.656+2
- 7.10551.673-3
- 8.675104.866-1
- 9.10929.790+10
- 10.619.871+3
- 1.21301139.652+10
- 2.223136.621+5
- 3.19871.736+2
- 4.27579.777-3
- 5.479218.687+1
- 6.444215.674+2
- 7.589359.621+3
- 8.344201.631-1
- 9.795626.559+1
- 10.11863.652-1
- 1.841315.728+3
- 2.1604783.672+12
- 3.23264.784+5
- 4.11033.769-2
- 5.519315.622+4
- 6.13660.694-2
- 7.11168.620+6
- 8.8038.678-2
- 9.37063.855+1
- 10.355186.656+3
- 1.388238.620+2
- 2.25132182.535+1
- 3.451316.588+5
- 4.369242.604-1
- 5.13611332.505+3
- 6.467346.574-4
- 7.488232.678-4
- 8.309.769+2
- 9.395359.524+5
- 10.339279.549+2
Data provided by
Relic Entertainment

Replay highlight
VS
-
cblanco ★
-
보드카 중대
-
VonManteuffel
-
Heartless Jäger

Einhoven Country

Honor it
15

Download
1446
uploaded by XXxxHeartlessxxXX
Board Info
375 users are online:
1 member and 374 guests
ladyjames6600
ladyjames6600
0 post in the last 24h
2 posts in the last week
24 posts in the last month
2 posts in the last week
24 posts in the last month
Registered members: 56671
Welcome our newest member, vin88aukcom
Most online: 2043 users on 29 Oct 2023, 01:04 AM
Welcome our newest member, vin88aukcom
Most online: 2043 users on 29 Oct 2023, 01:04 AM