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: USF - Worst faction in COH History25 Jul 2015, 05:27 AM
I would like to see some of the Uncles Sam industry and manpower be put to use. One thing that could be useful and interesting if Rifles reinforcement cost went down with each tech by 2 or so while also increasing reinforce speed. If you went with all techs you'll have a reinforce of 22~ & much faster reinforce. Rifles will be more effective late game due to this while on the other hand punishing the USF by feeding more EXP to the enemy. In: COH2 Balance |
Thread: M5 Quadrush25 Jul 2015, 04:40 AM
Instead of being a tier 4 requirement, what of T1 & T2 to upgrade to the quad? T3 can still be built with T1 OR T2 but if you want that amazing quad... But regardless I do like the damage nerf but keep the suppression considering Cons need support with fighting veteran OKW and MG42 Grenadiers. In: COH2 Balance |
Thread: USF - Worst faction in COH History25 Jul 2015, 04:34 AM
Well we just have to wait and see what Relic has in store for USF when Brits release as right now USF does need to see some redesign with the current status of the units. Hopefully it'll change up USF and allow more options and even make RE a viable combat unit besides one gimmicky build. In: COH2 Balance |
Thread: Rear Echelon Redesign 25 Jul 2015, 04:21 AM
The Osttruppen-esque bonus is merely to allow RE to be more combat effective early game, becoming less useful later on until they are equipped with BARs or Bazookas. (Which the cover bonuses becoming more useful) In: COH2 Gameplay |
Thread: Rear Echelon Redesign 25 Jul 2015, 04:03 AM
A grease gun upgrade would be redundant considering all non doctrinal USF troops already excel at mid to close range combat. Main thing was of this design was hopefully get other people or even Relic into to making RE more viable and versatile. Getting others to make suggestions that more people would agree to or even want in the game. One thing I highly find amusing on Tank Traps is that why give them to the Faction that relies on mobility the most to find success that limits their armour support maneuverability while also being unable to build mines (Such as leading tank traps into a mine) unless LT into M20. Edit: Also updated the redesign with volley fire, RE veterancy, and fortifications. In: COH2 Gameplay |
Thread: Rear Echelon Redesign 24 Jul 2015, 02:00 AM
Hello gents! Given the recent OKW changes with Sturmpios being cheaper & faster to replace, indeed even Wehrmacht getting a manpower boost and the new T0 MG42, a RE rework would allow USF have more opening builds as well. Going Rifles only limits the flexibility and strategy of USF which leads to rather stale opening builds. By giving RE a more defined combat role will open up more options leading to more strategies of USF and interesting matches. Overview of Redesign: Making RE into a dedicated defense squad compared to the aggressive Rifle squad essentially. I'll go in more detail after showing the redesign in mind. Redesign:
Effects of Redesign on USF: While RE are good at setting up defenses (besides sandbags) and sweeping mines, that's the extent of their usefulness. Being only somewhat decent in combat with duel BARs ( a rather poor option in the first place) or limited to being only bazooka carriers (not a bad set up at all just limited in a supposedly versatile army) and without any upgrade are useless in combat. This redesign aims at giving RE more utility and a defined role compared to Rifles, having two starting squads with two very different roles. RE would truly become the supporters of the USF, setting up defenses, defending, supporting, and synergizing with the more aggressive US forces. With Volley Fire becoming more useful and frequent with BARs, RE will have a good place in the USF for supporting engagements, slowing down or suppressing enemy units for other USF units to move in. However they can't replace Rifles, lacking anti-tank grenades or any for that matter, they will quickly fall under vehicles and be unable to smoke or grenade enemy positions. This extends to being poorly suited for attacks due to the firing on the move and received accuracy penalties while out of cover. Overall RE would be more useful but can't survive on their own without support. Resulting in USF having more options and strategies. In: COH2 Gameplay |
Thread: M5 Quadrush22 Jul 2015, 23:11 PM
We should just wait out for a few weeks and see how things progress in the balance department. I'd rather wait to what happens but if M5 needs change.... I'd suggest having to build T1 & T2 to build T3. This would slow the Quad Half track by quite a margin but can still be rushed at the cost of the enemy having more time to prepare. Having to build T4 for quad mount seems rather harsh and maybe to late to be effective. Similar how the Flame Half Track was till it only required T2 for the flamers. In: COH2 Balance |
Thread: OKW Radio Silence 19 Jul 2015, 16:50 PM
What does it exactly do to the enemy forces? It does say hide your units from the enemy map but does it also prevent the solder audio chatter or notifications such as unit sniped or enemy units revealed? I use it time from time but never on the receiving end and would like to know how it effects the battle. In: COH2 Gameplay |
Thread: Is the BAR essential?14 Jul 2015, 17:31 PM
Yes, Rifles relies on weapon upgrades to still be useful at the latter stages of the game. BARs are excellent at giving Rifles a damage boost and cementing them as a dominating squad at mid and close range combat. Even Sturmpios, Panzergrenadiers, & Falls will struggle against them at these ranges. OKW is quite vulnerable to BAR Rifles, even Obers can find it difficult if you use your squads wisely. Wehrmacht can be countered with liberal use of smoke, good LOS usage, and cover management to negate LMGs and close the distance. One very important thing to remember about BARs compared to flamers or M1919s is that BARs can fire on the move and quite good at that too. They're always doing damage. Meaning that if they get around a flank and close the distance, few squads will be able to wither their assault. Even retreating, Rifles are great at wiping squads thanks to this high damage and being able to chase them down. Weapon teams are particularly vulnerable to this. Even with Airborne, Rifle, & Infantry Company BARs have a place in those. Paratroopers are called in at 3 CP and at a expensive price but once you have Paratroopers equipped with M1919s, you can suppress or slow down enemy units allowing BAR Rifles close in. Rifle flamers force you stop and fire so I suggest only getting a flamer or two if you need it against buildings but BARs are more versatile and flexible, being useful at all ranges. Finally M1919s can't be fire on the move, again resulting in a cost of mobility. However with Defensive Stance they can suppress or pin thus allowing BAR Rifles a safer and greater chance to close in. Always be mindful of mobility and combining abilities with weapons as USF. They rely on it greatly to be effective during the battle. One last note on RE BARs is that yes they can be effective with them but are horribly vulnerable to vehicles and such. Not to mention they lack grenades, unable to smoke HMGs and to safety close in is a difficult obstacle. Without grenades of the explosive kind, clearing out buildings or grenade weapon teams is quite the hindrance as well. If you found Rifles dying against Grenadiers with MG42s than prepare for the droves of RE that will be cut down. Good luck with your USF and my you find glory on the battlefield! *Tally Ho Cookie!* |
Thread: Patch July 21st preview with Dusty and Luvnest13 Jul 2015, 18:51 PM
This is quite exciting! Looking forward to July 21st now! But 50.cal is quite effective now I'd argue, I almost always get it against OKW and even against Wehrmacht. It suppress blobs and units effectively with good damage. Almost for certain getting it with Rifle Grenade range nerf. Hope they reduce grenade range when suppressed however. In: Lobby |
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