Profile of Looney
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Post History of Looney
Thread: Panthers27 Nov 2014, 20:27 PM
Research In: Replays |
Thread: 1 jackson vs 3 tigers27 Nov 2014, 20:24 PM
Research In: Replays |
Thread: Against turtle OKW27 Nov 2014, 20:22 PM
What to do against turtle OKW In: Replays |
Thread: BALANCE FEEDBACK - USF 1v1 Post 100 Games of Automatch27 Nov 2014, 16:26 PM
Sorry meant buying a second one. Riflesquad + 1 lmg vs gren squad + lmg is equal footing. Add a Lmg and rifles beat grens not equal footing. Jackson got way higher dps then su85? When it gains vet it gains alot of pen as well. Jackson will lose vs panther head on. Though with it's larger reach it can shoot and run. Panther can chase Jackson? Of course, but not when you have a single riflesquad which kan nade a charging panther. 1 rifle Squad + Jackson = roughly the same cost as panther. People underestimate a vetted Jackson it's really strong. In: COH2 Balance |
Thread: Dismount reset bug27 Nov 2014, 11:45 AM
Hey, When a crew unmounts your Jackson it resets targetting onlyvehicles to all targets again. Don't think it did that before the patch. Might be intentional? In any case a pretty minor inconvience, still counts in hectic battles though when it shoots inf in stead of tanks. In: COH2 Bugs |
Thread: BALANCE FEEDBACK - USF 1v1 Post 100 Games of Automatch27 Nov 2014, 08:24 AM
Wong this is what I am talking about: though you need more muninitions as US, don't rifles get a second lmg/bar which let's them beat grens? Not to mention the bonuses they get with lmg; mines, sandbags etc. With bars rifles just melt grens in medium range since they buffed them. Playing as U.S. sucked when it first came out, it's got a pretty steep learning curve IMO. Edit: and about Jacksons, when you get one, never lose it. When it gets to vet 3 it has insane dps and I think it can fight panthers head on. A vet 3 Jackson destroys a tiger extremely fast, from the rear in 3 hits. You can have 2 jacksons on the field as well when he get a tiger. us got greatly buffed when they shorted all vehicle build times IMO. In: COH2 Balance |
Thread: BALANCE FEEDBACK - USF 1v1 Post 100 Games of Automatch26 Nov 2014, 18:06 PM
It changes the whole dynamic as well in the game, forcing the 2 players to mix up there armies and helping each other out, which is pretty cool IMO. When you see streamers like Siberian playing 2 vs 2 him and his partner mix there entire army up and work togheter. It's amazing to watch. In: COH2 Balance |
Thread: BALANCE FEEDBACK - USF 1v1 Post 100 Games of Automatch26 Nov 2014, 15:08 PM
I agree with them having bad veterancy, but at that point in the game you have them equipped with lmg or bars which again gives them a soft counter faster then your opponent or at least to buy time for your howitzers to do the job. Your Jackson arrives earlier then his Panther, remember that you had to build up some AT before you got the Jackson as well. When you combine your AT with a Jackson you can take the Panther or at least scare it away. You're forgetting that the Panther has really bad AI, you can easily use infantry to scout ahead for it and then blast with your Jackson to scare it away. If there's a p4 you can hard counter it with Jackson. In: COH2 Balance |
Thread: BALANCE FEEDBACK - USF 1v1 Post 100 Games of Automatch26 Nov 2014, 10:55 AM
SO looney, your TLDR is that the game is balanced in 1v1 and USF is fine ...? Yeah it might sound strange, but the game is balanced on most points. The only things I find unbalanced are the tiger ace and the building speed of kubels. I understand it's frustrating, i always played allies way more then Axis, which was a huge mistake. You just learn axis unit composition and weaknesses way to slow. I'm finally getting the hang after playing 600 hours lol. It's all about anticipating and thinking quick when playing Us. Axis is stalling and punishing allies who take to high a risks. The whole US arsenal is medium range with almost every unit, while axis is long range, except when it's late game when you get jacksons or priest. You're army value has the potential of being higher then his all throughout the early game phases. (Early early game, early mid game, early late game) The Axis aren't really made for anticipating, they need a balanced army to counter all threats which is a weakness against an army which has the potential of having more recourses and more map control which they can use to soft counter your army with numbers. This is why axis sometimes uses gren spam to get that early map control hoping you won't out spam him. When you see that it forces you to play different and skip a tech/unit for countering him which you need to anticipate to notice. If you don't counter his spam with AI and let's say build an at gun or captain in stead you sacrifice a lot of manpower for getting units you can't use at that moment. Which of course you don't want because you give Axis map control and faster hard counters to your army. Axis can't play as US and vice versa. The assymetrical balance is frustrating in new players eyes. It's because you need to know/learn which/when axis build units and what your quickest way to counter them are. Edit: add me on steam if I can help you with anything. my in game is Looney In: COH2 Balance |
Thread: BALANCE FEEDBACK - USF 1v1 Post 100 Games of Automatch26 Nov 2014, 02:31 AM
Dear Relic, I saw your question about the Stug, it has extremely low health, 4 zooks hit and it's gone. It's highly flankable as well, it has no turret. Ask me any questions how to counter any Axis builds, probadly seen them all. In: COH2 Balance |
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