Profile of Hon3ynuts
General Information
Broadcast: https://www.twitch.tv/hon3ynuts
Steam: 76561198055190850
Residence: United States
Nationality: United States
Timezone: America/New_York
Game Name: Hon3ynuts
Broadcast: https://www.twitch.tv/hon3ynuts
Steam: 76561198055190850
Residence: United States
Nationality: United States
Timezone: America/New_York
Game Name: Hon3ynuts
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Post History of Hon3ynuts
Thread: Wehrmacht September patch discussion23 Aug 2019, 06:39 AM
Regarding damage reduction, I think Most of the time 4 men squads get wiped because an explosive hits 3-4 models taking away 80-100% of their hp instantly. It can be difficult to micromanage multiple squads to not clump while taking cover or rounding corners to avoid this. Not that you could do this but making something like max 2 entities take damage like on the ostwind hit would be the most direct solution to the wipe issue. If the squad is spaced out and in the open with only 1-2 models taking hits, the damage reduction is just a huge buff more than an anti wipe mechanic since you will have enough time to retreat. That said most infantry changes need to be tested heavily in real games to understand if its a good idea or not, will try to look at this next chance i get Side note; What is Damage reductions interaction with 5 man grens? It seems to defeat the purpose of "a 4 man squad should get damage reduction" if they have upgraded to 5 men. In: COH2 Balance |
Thread: OKW September patch discussion22 Aug 2019, 21:12 PM
So the only AT gun with nondoctrinal camo also now only has 5 less range than other AT guns but also gets an extra man and retreat. Aight. Next they could try to give it camo, but no retreat, I think it just can't have both. If you think about it soviet AT guns have camo, but there is no cheese with them because they can't retreat if they run up to a tank and start shooting at it with no support. In: COH2 Balance |
Thread: Soviet September patch discussion22 Aug 2019, 20:48 PM
Does this combat engineer change imply they use the like Conscript_nagant_rifle ? That's a dps buff at most ranges then correct? Not that engineers were any good in combat since they were nerfed to have worse rifles than cons from having better ones as a fan of seeing viable engineer/pioneer/RE spam I approve In: COH2 Balance |
Thread: Wehrmacht September patch discussion22 Aug 2019, 20:29 PM
it could work with 0.8 for vehcile and 0.9 for inf if only for own units , but again there are other thing beside green u know that right ? Ya but i want to keep my grens alive most Gren change seems super strong at first glance, vs everything except mgs suppressing them and vanilla infantry fights they will be the same or better. In: COH2 Balance |
Thread: Wehrmacht September patch discussion22 Aug 2019, 20:06 PM
100 fuel on CP4 is probably good for performance. Does this mean Popcap goes down to 10 like 100 fuel ostwind and 90 fuel stug or will that stay at 12? If you have .8 damage on vet 3 grens maybe this unit is okay at .9 I would not want to go through .8 * .8 gren hp to kill them. But I do think that it would be most appropriate to only affect owned units. In: COH2 Balance |
Thread: USA September patch discussion22 Aug 2019, 19:13 PM
Ostheer mortar halftrack got flames buffed too. Even with white Phos, I rarely saw the USF mortar halftrack in 4v4's of late. People just go pack howitzer because it's better by a wide margin and does not require doctrine. In: COH2 Balance |
Thread: Soviet September patch discussion22 Aug 2019, 18:48 PM
Edit: They edited patch notes so this post isn't really relevant anymore In: COH2 Balance |
Thread: OKW art flares at least should get an indicator in minimap22 Aug 2019, 17:49 PM
The idea of this Change is pretty good. I can see where a Recon plan is, but I have no idea what the OKW vision is when they use this ability. It would simply be a User experience improvement rather than a nerf. In: COH2 Balance |
Thread: USA September patch discussion22 Aug 2019, 17:35 PM
3 points I would like to bring up 1. The rifle/RE damage changes will affect the LT, Captain, and Major models that carry their respective weapons correct? 2. Scott: I agree with the cause for these changes, the scott should not be devastating on autofire and should reward players who use barrage. The barrage however is not fantastic as it is hard to use vs moving infantry, and it is not super effective vs pak walls and weapons teams which the Scott should do better to counter. I think the barrage could benefit from having the max range increased for two reasons a. The primary purpose of this unit should be to counter weapons teams and static play using barrage. It is currently not very good at doing so and presently it is an autofire AI platform in most cases. More range and better accuracy vs static play would help differentiate it from the HE sherman b. 80 range barrage cannot be used against Pak43s. Even against a Pak 40 if the unit moves up slightly after the first hit in many cases the scott is in danger of being hit itself. Moving a Pak40 every 55 seconds(new barrage cooldown) or so is not very hard and if done the Scotts 60 autofire range puts it in danger if you try to take out this unit. Patchnotes on scott 3. The Mortar Halftrack: this unit is primarily used for White phosphorus. If this is adjusted i think a buff to make the regular mortar more effective is required or the unit will not be used. The same could be said for the Ostheer mortar halftrack which is not frequently seen as well. Is this unit currently considered to be over performing in general? I do not see it as such but would appreciate clarification on what perspective the balance team have on this unit. In: COH2 Balance |
Thread: Soviet September patch discussion22 Aug 2019, 16:49 PM
Maybe this is the time to restore female partisans? What about reinforcement during maphacks, like fallschimjaegers can do with the JU87 airbourne assault? In: COH2 Balance |
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VSHon3ynuts Gook Chink Drop Productions FireFang 64bit is a piece of puddingsismonti kujo55 xxxx 虎贲 Luckyman55Maphack reportby: Hon3ynuts map: Unknown3-738
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