Spacebar sounds like something I should Try, I do use control groups for all my infantry, but I think I need to scrap like 4,5,6,9(mouse button 2) to use for vehicles once i get them, or at guns which i always seem to a move into the enemy on prioritize vehicle
I tried gridkey's twice and totally got the hang of it, but could never get over the retreat button being shared with reverse so I switched back. Mistakes are less punishing when you try to retreat your vehicle or reverse your infantry . Maybe rebinding would help with that one, but I think they would still be shared wherever I placed it. I do find that default hotkeys are not too bad. The only mistakes i make with great frequency are pressing N or M and often that is because I forget what the right button is for a grenade. (Sometimes E, sometimes n, sometimes M). That and picking the wrong build menu on engies/pios.
The tac map seems great in 1v1 too, but in 4v4 sometimes it looks like all my units are stacked on top of each other. Quite useful for seeing how your allies are doing on the other side of the map though without scrolling over.
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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: Moving the Camera, Micro Best Practices22 Aug 2019, 15:21 PM
In: Lobby |
Thread: Moving the Camera, Micro Best Practices21 Aug 2019, 23:47 PM
I think something not much discussed is how you move the camera, select and move your units around. I started playing around with the middle mouse button for panning instead of going to the edge of the screen, and using the tac map a little with a new side mouse button. I use the minimap tons, but i just realized like yesterday you can drag the camera everywhere instead of just cliking. Does anybody else have experience learning these tools or have any other Tips? I have...a lot of hours in game but I'm hoping investing a little in building new habits will pay dividends. In: Lobby |
Thread: Ostwind Overbuffed?21 Aug 2019, 18:54 PM
try puma vs centaur, if last 5 second u are lucky Ostwind seems stronger until you get vet 1 Delete ability on Centaur But both relatively balanced. I think the centaur will beat the ostwind 1v1 b/c of its good armor, but i've not seen that fight to completion In: COH2 Gameplay |
Thread: Wehrmacht September patch discussion21 Aug 2019, 17:08 PM
If CP4 becomes 110 fuel with no CP requirement and the weaker aura, the Command Panzer 4 would be a tempting offer over the Ostwind. Currently it's often not an option at all because it comes so late at 9 CP, when there are already multiple tanks on the field. The 7 CP in the preview also seems too late if you want it as first tank. Good Point on the CP's. I understand why you would not want somebody to rush a heavy tank like the Tiger aces or IS2 in a team game, that's why CP's are added to units in tech. But this would be the only medium tank to have a CP + tech requirement if i'm not mistaken. Of course it is the only command vehicle of it's class. (Though brits get command vehicle designation at 2 CPS). In: COH2 Balance |
Thread: Ostwind Overbuffed?21 Aug 2019, 16:49 PM
Mabye it influenced me But in practice I find that playing defensively with an ostwind, it will do enough damage to ensure an effective panzerfaust upon aggressive t34 play, ensuring your vehicle is relatively safe from destruction when it takes ~20 seconds to kill an ostwind with 4 penetrating shots at 40 range. Playing aggressively you have a high chance of penetration 55/75 or ~70% from the rear, if the t34 is weakened or has engine damage, 2 ostwinds rushing it will give the t34 limited chance to escape. Even trading 1 ostwind for a t34 is fine, since you are already in the lead having produced 2. That thread shows a chance for winning in an absolute worst case scenario for the ostwinds. I think in a live situation, they create a stronger composition with their larger impact vs infantry, and the opportunity for big plays due to their manuverability, armor, hp, dps ect. This is what i mean by prolonged engagement. In: COH2 Gameplay |
Thread: Ostwind Overbuffed?21 Aug 2019, 16:15 PM
Ok, so I guess I had some misconceptions about the unit to begin with. Yes the stuart is a light vehicle but I think most agree it's a premium light with the 70 fuel cost and the fact its build on a tank chassis which comes with solid armor. I just thought it would perform better than it did against ostwind. I tried to screen my stuart with infantry but they don't last very long next to the ostwind lol. I guess zooked up rangers would be the best. on L2P getting an M10 for 80 fuel would be the cheapest vehicular counter to the ostwind. That was how you countered STUGE when it was quite strong vs USF. Even before the buff ostwind one of the most versitile units in the game though simply because of how many units it can be effective against. (everything that's not a tank, and even then it does work vs most mediums if used well), and it's good mobility. At the same time, ostheer risks not having any AT vs something like a Centaur, T3485, IS2, Kv2, Ez8, M4c unless you then go to rely on a quick stugG follow up. Ostwind's can significantly delay a lategame composition if it doesn't have impact. In: COH2 Gameplay |
Thread: Ostwind Overbuffed?21 Aug 2019, 15:55 PM
I think the Ostwind DPS is so high it overshadows whatever penetration values it currently has. Having good enough armor to deflect many Light vehicle weapons it is quite efficient at beating them. This is relatively fair because it costs more to tech to than other units like the t70 stuart. However I will say with 2 Ostwinds I would expect to handily beat a t34 in a prolonged battle, that seems a bit much considering the ostwind is worlds better vs infantry than the t34(if you ignore crushing ) I think Reducing FAR penetration would allow the ostwind to still be effective vs vehicles, but also give more space for light vehicles to play. Aside from that it should still have good impact vs these units, and would benefit both players microing well and avoiding snares. As far as tactics, I think you need super bazookas to fight it off with USF if you cannot get a sherman out in time with LT tier In: COH2 Gameplay |
Thread: Wehrmacht September patch discussion21 Aug 2019, 15:31 PM
I find the Command tanks best use is to just follow around king tigers and elephants to make them unkillable. It's pretty marginal as a choice for improving your own army composition because as you stated the combat stats are so poor, especially competing with the ostwind + brumbar for AI. I think it should have less purpose buffing allied units and more of a focus on being combat effective(or at least efficient). You will likely only have 2-4 vehicles at a time in a game so 1 of them being highly cost ineffective must make up for it in huge ways. In: COH2 Balance |
Thread: OKW September patch discussion21 Aug 2019, 03:36 AM
Just make Falls a 5-man squad with 3 Volks k98s and two FG-42. Same RA. Reduce the reinforce cost to 30/33. Boom. 300/330MP airborne deployable infantry squad with all their abilities and camo but no quad BARs BS. I really like this idea. It's a squad that's elite because of it's utility rather than say raw DPS. This would solidly differentiate them from obers who are the OKW glass cannons In: COH2 Balance |
Thread: American m3 halftrack buff ideas20 Aug 2019, 18:07 PM
That's interesting didn't realize the m5 gets an extra passenger gun. However I would still say if your opponent is prepared with a teller or panzerfausts, the unit will not be effective, which is the definition of cheese to me. The real questions are Adding the wc51 artillery ability might help utility, I also think that should be added on mechanized shermans too though. As for combat the WC51 Mg does literally twice as much damage as this thing and has 45 range, harassment like that would make it a very good support unit or harassment vehicle when not reinforcing or using other abilities. In: COH2 Balance |
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