all the efficiency stats are basically broken.
I believe it is supposed to be damage dealt vs recieved, however
It does not record actual damage done, only the made up damage attempted to be done or something like that.
Kills overall are accurate but other than that most of the screen is nonsense.
Profile of Hon3ynuts
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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: Stuart Match Stats18 Nov 2017, 20:28 PM
In: COH2 Bugs |
Thread: Assassin Grenadiers with jaeger18 Nov 2017, 03:39 AM
Go LT and get an AA HT. He will either have A. No at, cuz he spammed grens B. No grenspam cuz he got at for like 500 manpower If he fausts your AA HT he also expends munitions on that instead of g43s. If all else fails supressing his blob w/ mgs would work. If the mgs not in at least yellow and preferably green cover though it is likely to die, Use 2 or supress his units from out of sight and support your mgs so even if they die they helped win the fight and you can recrew them. With regard to supression, its helpful to remember if you switch targets once you supress something, they will unsupress, UNLESS, you take a rifle and shoot at them, keeping them supressed. Once you get them down you can quickly reposition for the next unit if you have support available. Watch out for the Scout car though, pretty easy to lose an aa ht if you get low on hp or face the wrong way In: Lobby |
Thread: Discord Signup17 Nov 2017, 03:48 AM
Hon3ynuts #1190 In: New Members |
Thread: KT should have penalties16 Nov 2017, 21:04 PM
I disagree, nobody's late game tech should be less cost efficient than anothers, no player should be rewarded for not having been killed yet. That's not how strategy games typically work. Shermans/jacksons are the late game for USF and SU85s and t34s are the same for soviets. For equal investment there should be some kind of counter to the unit by executing effectively. Much like the king tiger should be effective and cost efficient if used effectively. Units shouldn't be shitty and inefficient popcap wise, that discourages players for using them and reduces strategic diversity, which is a goal of balance. I think there are numerous examples of where the Kt is incredibly effective, could you please show us, or point us to one where an inferior investment of resources and popcap even comes close to killing it? I don't believe your statement about circle strafes is correct unless you are using tanks in the numbers i suggested. Edit: (to stay on topic) I think popcap and near aoe range/damage are the two aspects of this unit that should be adjusted, especially popcap though. In: COH2 Balance |
Thread: KT should have penalties16 Nov 2017, 16:56 PM
Comment on the "3 shermans Are the same cost as a Kt" 3 Shermans Have a Popcap of 36 and the Kt has a popcap of 23. Also You need 4 shermans to beat a Kt, which is 48 popcap and significantly more resources. Plus that higher upkeep, and you can afford within your pop to have more units suporting Pop cap makes the unit incredibly hard to counter IMO. You need at least TDs 2 with a spotter, but probably 3 tank destroyers, 3 at guns or 4 tanks to kill something that's great vs infantry and tanks at only 23 pop. (part of the TD issue is b/c jacksons and SU85s are meh rn though to be fair) In: COH2 Balance |
Thread: Ostheer perspective from a mostly OKW player14 Nov 2017, 19:04 PM
They have everything, but they can't afford everything. They are the poorest faction most of the time with regard to map control and teching costs. Next patch should be slightly better with popcap improvements, panther, Ostwind and Panzer4 buffs, but we will see where the allied ajustments land them. In: COH2 Balance |
Thread: Replay Feedback for December Balance Patch14 Nov 2017, 07:15 AM
2 big things stood out Volk Grenades. Significantly different with a timer...you can actually dodge them now. They were slightly less useful than regular grenades, but there were few buildings on this map and not a lot of cover camping. This compeled me to build infantry that wasn't volks. Forward retreat point Is this supposed to make me pay extra to reinforce nearby? I didn't notice the difference. I was watching my manpower as i pressed r for my units didn't seem to make me pay more than 40 mp for obers. The cooldown is incredibly long. I don't know if its worth a whoopping 300 manpower anymore, especially if i was actually paying extra for reinforcing. Other than that the only other thing i really noticed was the ober lmg and recruitment costs. They are still really good, possibly the strongest infantry unit in the game. My obers got 79 kills total for two squads, i saw a shock squad had like under 20 kills Pls take under advisement. In: Lobby |
Thread: 3v3 in DBP 1.314 Nov 2017, 05:37 AM
Hero Panzerwerfer In: Replays |
Thread: [1v1] Brits vs OST14 Nov 2017, 04:39 AM
Your options for killing emplacements that early in order of decreasing effectiveness are Flamer Ht Mortar Ht 2 mortars Flamer Pios Shrek Pgrens Later on LEH artillery is quite good. I think you had a chance to get the mortar pit around minute 16, but you only had 1 mortar firing and the other was in the south. You also didnt have anybody nearby to stop pios from rushing your mortar. If you are committed and micro your mortars a little better, you would have a chance to kill them if he didn't get the doctirnal repair. With that it would have been very tough. Its also helpful to barrage then shift command attack ground on the Mortar pit so you don't lose firing time after the barrage(not saying you didn't but it helps). Also I think brace lasts for 30 second so counting when they turn it on can help you time your attacks on bofors and artillery strikes if you end up having them. At the same time investing in 3 mortars to kill like 680 manpower of emplacements doesnt seem unreasonable, 3 mortars should have recked him pretty bad. Since he went bofors he couldnt have an AEC so getting a flamenwerfer Ht would likely have been very effective. You may have been able to attack from the north and hit his mortar pit. Finally I think getting a sniper wouldve been very effective early on. You could bleed his manpower and put more pressure on him. This would delay his mortar pit, tanks and reduce his ability to get an At gun to stop a flame halftrack or a mortar ht if you choose to get a doctrine with that in it in your roster. Mabye he would be compeled to get an AEC and not the bofors he wanted. Hope this helps a little. Sometimes mortar pits are just impossible to kill if things don't roll your way though. Especially if they get stand fast. Flames are super good vs them though try that first. In: Replay Reviews |
Thread: Why is there no IS2 buff being discussed? 13 Nov 2017, 22:50 PM
I went through the patch notes to check so ig i missed that one What is the scatter offset though? How does that compare to the scatter angle? It has a high distance scatter max right now(5.7) vs the tiger which has ~4.3 and the pershing which also has ~4.3 Pershing has scatter angle of 6 an tiger if 7.5 like the IS2's 7.5. Kt has scatter angle of 4 and max distance of 4 and that thing is like a lazerguided targeting (also with a much bigger aoe helping it out). Visually though I rarely see the thing hit infantry even with its big aoe. Not that i get one out all that often since I don't trust it, even with keeping armored assault in my comm roster, mostly for the sturmovich strafe, vehicle repair and 85s. In: COH2 Balance |
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