Profile of ClassyDavid
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Broadcast: https://www.twitch.tv/davecoh2
Steam: 76561198032338788
Nationality: United States
Broadcast: https://www.twitch.tv/davecoh2
Steam: 76561198032338788
Nationality: United States
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Post History of ClassyDavid
Thread: Karl v Dave Round 227 Nov 2017, 04:58 AM
Switched factions around this time. Some pretty sloppy plays by me too but did managed to put up a good enough fight. Lots of (tried) flanks. In: Replays |
Thread: Blobs or: How I Learned to Stop Worrying and Love the Pio21 Nov 2017, 04:42 AM
Lordy had the unfortunate opportunity to play against this man. Reason why they need to tie call ins to tech because sweet jesus IS into Croc everytime damn time. In: Replays |
Thread: Dave v Karl 21 Nov 2017, 04:40 AM
Can see why they're changing On Me! and took me a minute to realize you need defense in depth against this type of USF player. Given I don't see USF players often as OST and to finally see one that blobbed like that I understand some frustration players feel. In: Replays |
Thread: DBP USF thread11 Nov 2017, 21:46 PM
Yes my viewpoint is purely from one v ones and stated before I don't know team games one bit. Jackson in ones I feel is fine but like you've pointed out as have other team players they feel otherwise and I can't dispute that due me not playing team games nor would I as said before I don't have experience.
In: COH2 Gameplay |
Thread: DBP USF thread11 Nov 2017, 00:05 AM
If that is the case then I'd say keep the Jackson as is. I'm using part of a response I did for someone else but sums up how I feel of this whole Jackson debate. (Also, I'm lazy and don't have much time to write another response) To be quite honest I have no clue how USF functions in teams aside from 2s and I don't play those much anymore either. I solely base my opinions on one v ones. Saying that I'm aware the struggle of the Jackson in team games and I understand the need to have some adjustments of the Jackson in team games. Sadly the team isn't either allowed, unable, or the prospect is too daunting or demanding like damage tables to have patches for ones and for team games. I use the Jackson well and effectively but it makes me wonder if only I and a few other top USF players can use it then is it under powered? The reason I'm so opposed to the Jackson changes as if they go through then the Jackson will be overpowered in my hands which I disdain the idea of. Take away that vulnerability of being three shotted then one of it's two weaknesses is patched. Yes, it'll have no armor but to take another AT shot is huge when said tank has a turret, 60 range, and great AT statistics. In: COH2 Gameplay |
Thread: DBP USF thread11 Nov 2017, 00:00 AM
To be quite honest I have no clue how USF functions in teams aside from 2s and I don't play those much anymore either. I solely base my opinions on one v ones. Saying that I'm aware the struggle of the Jackson in team games and I understand the need to have some adjustments of the Jackson in team games. Sadly the team isn't either allowed, unable, or the prospect is too daunting or demanding like damage tables to have patches for ones and for team games. I use the Jackson well and effectively but it makes me wonder if only I and a few other top USF players can use it then is it under powered? The reason I'm so opposed to the Jackson changes as if they go through then the Jackson will be overpowered in my hands which I disdain the idea of. Take away that vulnerability of being three shotted then one of it's two weaknesses is patched. Yes, it'll have no armor but to take another AT shot is huge when said tank has a turret, 60 range, and great AT statistics. Stuart Question On your question I almost always go LT against OST as CPT is not a efficient choice I find. Stuart is fine at being a light AT but its AI capabilities is mediocre. If you're playing against OST I'd say go LT then into AA halftrack as that counters both the Scout Car and Flamer halftrack while also providing good AI firepower. Also, be sure to get some bazooka REs to help cover the AA half track as two scout cars can take it down and even a single one with faust support will also take it out. Against OKW it's a completely different story, CPT is nearly a must as Luchs provides such a danger. Stuart can ward it off and even chase it if it over extends. Saying that you MUST get some bazooka to help it take it out more quickly, if your Stuart is occupied elsewhere, or OKW gets a Puma to counter Stuart. If you do have the munitions and fuel, getting grenades is a good idea to grenade Rakets but keep it in your back pocket until they think it's okay to let it sit beside a Rifle squad to get that last shot off then to retreat it. Quite effective I find even against highly skilled players. (And for the love of Uncle Sam be sure to use supervise to quickly tech as I can't empathize more the importance of having weapon unlocks, grenades, or Stuart being able available 300% faster) A late game Stuart isn't a bad choice either if you keep it alive from your early game as it can use stun rounds to help a tank engagement swing into your favor. It actually allowed me to win a game against Luvnest who Command Panther would've taken out my Jackson if not for the Stuarts stun ability. Yes Stuart won't kill much but it's utility is useful. In: COH2 Gameplay |
Thread: DBP Commander Revamp brainstorming10 Nov 2017, 19:33 PM
I do like most of the changes you've suggested Recon Support Riflemen Flares and FO If Riflemen flares added and if Forward Observers was bugged fixed I'd definitely see myself using it more often as any player would greatly value the ability to gain LoS on their mainline infantry squad. Means it wouldn't have to use M20 if I need LoS or Major Recon as frequently. I and R Pathfinders Honestly if they just became a four man pathfinder squad that was cheaper, inability to pick up weapon racks, but have a snipe ability they'd be useful as they could still provide some combat ability while possessing a good amount of utility. M8 Greyhound Could due with a overall buff to it's AI capabilities maybe adding a .50cal like that on M20. It's LoS is actually already quite good IF anyone manages to get it to veterancy 3. Before anyone says why you'd go M20 if you could go Greyhound I'd say mines, cheaper, and not having to lock in a doctrine for it. Recon Sweep Agreed making it a Recon Loiter would make it different from the Major recon plane whilst being useful for different situations like needed to retain LoS or using Major recon to quickly survey the map. Para Drop Combat group Reducing the MP cost, adding a munitions fee, and (this is a maybe from me) removing the support weapons. Also making the CP requirement lower like say five. The Paratroopers would be like their brethren in the Airborne doctrine with maybe the ability to plant mines since they would be dropping in mid game with no veterancy. So if you lose a significant amount of infantry you can use this to replace them with elite but non vetted squads. Mechanized Company WC 51 I do like that idea. Give USF a light vehicle that functions similarly to the Kubel (a quick harassment unit) but at a higher cost due it's increased capabilities. I'd suggest testing out the ability to decap points but inability to cap as a trade off. Withdraw and Refit This is tricky as I do use it every once in awhile but it is a useful and interesting ability. Being able to use the LT AA halftrack then withdraw once it becomes too dangerous for it by mid to late game is valuable. Similarly can be said of the Stuart where you can de-crew the vetted crew to use for that Sherman which is just that much closer to affording thanks to withdrawing that Stuart. M3 Could add the ability to either drop weapons or have a AoE heal (With a heatfy munitions cost of course). Simply replace it with the M5 but that isn't any fun. If it did have a AoE heal this would be countered by the fact it's fragile and Riflemen could be suppressed to prevent them from soft retreating. This is also taking in the account that CPT On Me! isn't a AoE ability anymore. Also removing the AE would be good as it's MP cost is just too high. Recon Sweep *Insert what was stated about Recon Company sweep* 155mm Artillery Barrage Fine as is. Drops quick, has a punch, and at a fair cost. In: COH2 Gameplay |
Thread: Is OKW the Final Boss In This Game?10 Nov 2017, 18:46 PM
I actually go the standard build of three Rifles into CPT mostly but the key is the airdropped .50cal and being more reserved with your infantry. Like instead of pushing them all the way to their base put your Rifles in heavy cover at strategic points. Use the .50cal to support your Rifles and move up to quickly dispatched suppressed squads. Don't do pushes where you know you'll bleed heavily and be sure to retreat wounded squads. The reason why I'm so adamant of the .50cal is because a Rifle squad can't trade efficiently around the early to mid game point against Volks with Stgs until you get upgrades. The .50cal tips that to the Rifles favor and allowing you still remain on the field but not suffer as much bleed. If I do lose a Rifle squad I'll go for a Paratrooper squad and to save up 380 isn't that much of a issue mid to late game as depending on map control and VPs you can acquire that much MP. I mean Paratroopers LMGs will beat any squad aside from Obers and that's a toss up between them unless Obers have veterancy 4. In: COH2 Balance |
Thread: December Balance Preview10 Nov 2017, 03:00 AM
1.3V USF changes: RE volley fire Good to RE volley fire toned down as it was a bit much suppressing anything and everything that was flanking. Captain On Me Honestly don't know how I feel of this change. One hand I used it for it's combat bonuses and sprint more then breaking suppression but on the other it won't decrease blobbing at all as the whole point for most player who use is to break suppression to allow their blob to remain effective. Honestly I'd support a change for it be applied to one unit like say a Ranger or Rifle squad to quickly move up on a flank and shred supporting weapons. That way On Me doesn't support blobs anymore while remaining a unique and useful ability. Could add a munitions cost to it too. Jackson Why these changes? With the nerf to damage it'll take another shot to destroy heavier enemy tanks which the whole purpose of the Jackson is to counter heavy axis armor. How does having a extra 6% pen (at long range where a Jackson should be unless supported and against a Panther the most common "heavy" axis armor) compensate the lowered amount of damage as now a extra shot is needed to take out a Panther unless you get to veterancy one at which you have to deal with the long aim time. It's taking another key strength of the Jackson away as that 200 damage lets that AT grenade or bazooka shell knock off that last little piece of HP which I can attest to that can be the difference between a tank limping away or turning into a hunk of scrap. In: Lobby |
Thread: DBP USF thread10 Nov 2017, 02:26 AM
I'd argue to just keep the Jackson as is then for these changes to go through. Do note I'm advocating for one v ones not team games as that's not my interest (aside from twos every once in awhile). The Jackson should only be slightly increased in price and hp to prevent one shots and two shots but still be three shotted by enemy AT guns. The Jackson is USF answer to Axis heavy armor and it does that job well. It has good penetration, long range, and it has a turret which people seem to underestimate the significance of. USF has other tools to deal with Axis medium tanks and below with the 57mm, bazooka's, Shermans, etc. Tell me what weaknesses of the Jackson would remain aside from having no armor? It has 60 range, is mobile, and hard to flank without taking return fire as other Tank destroyers are unable to which is huge. If I allow my Jackson to get chased and destroyed it's because I misplayed from either lack of supporting it, not scouting, or some other reason where I did something wrong. Why I reached ranked 1 with USF is because I used the Jackson to it's strength as a mobile, long range but fragile turreted tank destroyer. I don't get why people are complaining about the Jackson when they play like a slugger when it's not! If the Jackson gets that HP buff even with the cost increase it will be overpowered in one v ones. I mean this is coming from a player who loves USF to death. In: COH2 Gameplay |
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