Profile of Clarity
General Information
Broadcast: https://www.twitch.tv/Prime_Clarity
Twitter: www.twitter.com/Prime_Clarity
Steam: 76561198065111639
Residence: United States
Nationality: United States
Timezone: America/North_Dakota/Center
Broadcast: https://www.twitch.tv/Prime_Clarity
Twitter: www.twitter.com/Prime_Clarity
Steam: 76561198065111639
Residence: United States
Nationality: United States
Timezone: America/North_Dakota/Center
Post History of Clarity
Thread: Commander KV1 and Easy8 rework idea's22 Mar 2019, 06:40 AM
I think the E8 just needs to replace Dozer Blades in the new USF commander and the KV1 maybe needs a slight reduction in cost since right now I think the T34-85 is better in most circumstances. Otherwise I think both tanks are good when used well. They just are either in mediocre commanders or are a bit more expensive than other premium mediums that aren't necessarily much better performance-wise, they are just a little bit cheaper cost-wise so most people opt for their better cost-effectiveness. In: COH2 Gameplay |
Thread: California Classic 2 signups.21 Mar 2019, 22:27 PM
Steam: Apathy Prime Discord: Prime_Clarity Steam ID: 76561198065111639 In: Events Central |
Thread: New Commander patchnotes discussion thread21 Mar 2019, 02:48 AM
Initial Thoughts: USF - Urban Assault 1. Rifle Grenades are pretty cool but honestly they either need to be slightly cheaper or need to be able to also equip minesweepers since I don't see people going for two squads of RE's in most circumstances. Otherwise I think they are moderately useful and are nice for forcing squads of garrisons temporarily. 2. Dozer Blades are nice, but I feel like this ability should be combined with something else. I think having a 2nd commander with access to the Sherman E8 would be pretty nice since Rifle Company isn't too good at the moment. 3. I like the decrease in cost for the smoke which should make it more usable for a faction that is usually munitions bled. 4. Rangers are probably a slight bit too cheap, I would move their cost to about 370 or 380 or maybe increase their reinforce cost a bit if they are going to be 350 manpower. I would also like to see their pop-cap reduced to 9 to make it similar to most other elite infantry units. I don't think the Rangers buffs are ridiculous within this commander but I think they would probably make Heavy Cav too strong again. 5. Calliope buffs feel nice and not having to spend so much is certainly welcome. I would like to see the unit tied to tech but I don't think that is going to realistically happen. British - Lend Lease 1. Assault Sections are fun to use but I think are a slight bit overturned. My biggest worry is the 5% received accuracy bonus they get combined with the Thompson's not taking up any weapon slots. I would say at least make the Thompson's take up a single weapon slot or make it so they take up both slots but allow the squad to also upgrade the Med Supplies or Coordinated Fire upgrade. They seem really strong when you get 5 man and 2x Brens and Thompson's. I am fine the Phosphorus Grenade since I don't think we will see these units spammed due to the lack of medical supplies available. 2. I am fine with 81mm Mortar, it's nice to have a mortar as Brits. Seems fine for it's cost and should be useful. 3. The M3 Half-track is a nice addition to the commander but as some other have said I think it would be more interesting if the M5 Half-track was available instead. It could be nearly identical to the Soviet M5 stats wise. 4.Smoke Raid is fine for it's price point, no problem with the ability at the moment although it's weird you have to select a target area for the ability. 5. I think the M10 is too strong and this goes for both USF and UKF. The unit is simply far too cost effective against axis mediums. Either make the unit 90 fuel instead of 80 or revert the vet changes it got when Armor was reworked. Otherwise I think the M10 will probably be even stronger with the Brits. Soviet - Airborne 1. The SVT Drop is pretty nice for it's current cost point. It's bugged within the mod test but it will be nice having an upgrade for Cons outside of PPSh's. I wish they would rework Cons but this will do for now and hopefully Conscripts see a slight resurgence with this commander in a meta where you see Penals most of the time. 2. Assault Guards seem solid for their cost. They are bugged currently and can only upgrade two DP's but once they are able they will probably be slightly better than regular Guards which I am fine with since they don't have the AT utility and also lack a grenade. 3. Airborne Rally Point is a nice alternative to the Ostheer Reinforce Bunker and is useful for it's price, I was a bit worried at first but it isn't too durable and doesn't get it's retreat point until you have Tier 4 up. It might have a slight bit too much range but otherwise I am alright with it. 4. DSHK Paradrop from what I have played seems to be balanced for the most part. I like the buffs to penetration since the DSHK should actually be able to deal with vehicles if your opponent isn't paying adequate attention. I don't know if it needed the buff to it's arc but otherwise hopefully the Dushka is good again. 5. IL-2 Rocket Strafe initally seems to be maybe a bit too cheap considering it can do some damage to infantry but it's cool to see a skillshot finally be implemented into the game after all of the 1-click nonsense. Ostheer - Strategic Reserves 1. I like Ass Grens being reborn but they shouldn't be 5 pop-cap and have a reinforce cost of only 26 for their current performance. I would say 7 pop-cap is fine for their current performance and their reinforce cost could either be 28 to match rifles or maybe 30 but that might be pushing it. Otherwise they should be a good alternative to Grens and hopefully will diversify earlier openings as Ostheer. 2. Having Radio Intercept as Ostheer is really nice, having this ability as the most reactive faction in the game should help a ton. 3. P-Gren satchels seem good and should help erase irritating buildings that cover important points on a map. The increased repair speed is also awesome and should help Ostheer keep pace with all of the other factions having superior repairs. 4. Having the OKW Panzer IV as Ostheer is something I have wanted for a long time and my dream comes true. The P4 seems good for it's cost and should help against superior allied premium medium tanks. 5. The Tiger Ace is back in action after getting lost somewhere on the eastern front with no fuel. It should be a strong unit but it's cost is far more expensive than a vast majority of heavy tanks so it should be fine. OKW - Grand Offensive (monkaS) 1. Honestly the way Panzerfusiliers are implemented in this commander is really worrying. I am fine with their inital performance but having access to a snare right off the bat is a bit too strong. I would be ok with them at least requiring a truck to be built in order to snare a vehicle so the M3/UC/WC51 has some kind of window to have impact. I would also like to see their Vet 3-5 toned down if people want them to become mainline infantry for the faction. They scale way to well while being able to get multiple G43's. It seems like they currently have 3-4 or so, that should probably be reduced to two at most since they are 6-man and have good utility. The Panzershrecks probably also need to be looked into, at least reduce them to only a since one for maybe 90 muni or so or make it so Tactical Movement doesn't affect squads with the upgrade. 2. Stuka Smoke Drop should be really good within the Commander allowing the player to smoke for retreating squads and the Tiger. Maybe increase it's cost slightly since it doubles as smoke and recon. 3. Tactical Movement is one of my favorite abilities as Ostheer so it should be fun to have access to it as OKW. Just a bit worried about a Fusilier blob running around with this ability active. Hopefully they get tweaked. 4. Volks MP40's seem to be much better now which is nice, but if Fusilier don't get nerfed we won't see any Volks with this commander, hopefully we will get to see a mix of Volks and Fusilier's to create some more interesting openings. 5. Obviously the Tiger is fine for it's cost and performance, my only worry is with the increased cost of earlier tech and units for OKW we will see people just stalling for the Tiger after going for a Luchs and Puma. Tying the Tiger (All Heavies) to tech would fix this but of course this isn't probably possible at the moment. Maybe just move the unit to 14 CP to slightly delay it a bit. In: Lobby |
Thread: Why does the Firefly have to suck so much? 8 Mar 2019, 20:49 PM
It would be nice to see the Firfly's price drop a bit, 400 mp and 145 fuel would be reasonable for it's performance. Maybe make the Churchill 490 mp 175 fuel and Comet also 490 mp 175 fuel to compensate. In: COH2 Balance |
Thread: Volks Incendiary Grenade8 Mar 2019, 20:44 PM
I think they should just tie Incendiary nades to building a truck instead of just needing an sWs truck. Otherwise I don't really have an issue with them. Kind of annoying when you opponent is able to throw one 2-3 minutes into the game and swing an engagement. Molotov's aren't as problematic because Volks > Cons. In: COH2 Balance |
Thread: Puma is delayed28 Feb 2019, 23:21 PM
I typically opt for a fast Flamer HT and then rush for Tier 3 armor. If your Pak is struggling against the T-70 you can always opt for a fast Stug if needed. Otherwise only go for a single LV (flamer HT) and then rush a Panzer IV to apply pressure. 2 222's can defeat a T-70 but it's not worth the investment generally as you end up paying 400 mp and 60 fuel just to have a 50/50 chance at beating a 260 mp 70 fuel unit. That is if the T-70 is supported which it generally will be with either a Zis or Guards in most cases. Puma comes slightly later than the T-70 now and while it's a good counter it doesn't apply the same pressure Tier 3 armor can apply. Screen your Pak gun with fausts and try to lay Tellers with any excess munitions you accumulate. I generally with get a squad of P-Grens to help against the Guards or Shocks and maybe a 2nd MG-42 if his infantry is pushing me. If he gets a 2nd T-70 I would highly recommend a Stug in that case. ( I generally like Ostruppen Doctrine with this build but Grens with the Lightning War Doctrine will work as well, just go two P4's into Tiger instead of going for Tier 4 after your P4 or P4 + Stug) |
Thread: Penal builds vs Light vehicles28 Feb 2019, 23:13 PM
Generally I think you have to options to deal with light vehicles. You can opt for a Penal with a PTRS package in the M3 (risky) or you can instead focus on going for two squads or Guardsmen and trying to get a T-70 as quickly as possible. Don't go for the M3 if you go for two Guard's squads. While Penals in the M3 with PTRS are decent against LV's I don't like how poor they are against STG Volks. So I generally go for two engineers, 3 penals, into two squads of Guards with DP's. My build order is the following for the early game, Base CE - CE - Tier 1 - Penal - Penal - Penal - Field Infirmary - Guard - Guard - Tier 3 - T-70. After the T-70 I generally will backtech Tier 2 for a Zis-Gun to deal with more than 1 LV and then push for Tier 4 armor. You can also go Urban Defense doctrine for Shocks and M42's. With that build I typically will get 1-2 M42's instead of a 2nd squad of Guardsmen. Most people go for the M3 because it has a large amount of shock value if well micro'd but against a smart player you will see a Rak after the 3rd Squad of Volks and they will lay multiple mines making it difficult to sweep all of them. Plus if you go for a Flamer and Sweeper you will not have the munitions to get DP's and PTRS on your Penals and Guards. (Although a lot of what I said counters OKW) |
Thread: Conscripts vs OKW28 Feb 2019, 23:04 PM
Conscripts are generally only viable against OKW if you upgrade them with PPSh's. Otherwise the STG upgrade on Volks allows them to beat Vanilla Cons at pretty much all ranges. I would recommend just going for Penals against OKW and using Cons against Ostheer. Otherwise if you use Cons I would say your best bet is going for 4x Squads of them and trying to rush a T-70 as quickly as you can. Support them with Guards or Shocks and either go for T1 for an M3 Scout Car with a flamer or go for Tier 2 so you have access to the Zis Gun to deal with a Panzer II. Guard Rifle Combined Arms is probably my favorite PPSh Con commander at the moment for this strategy. If you go for Tier 1 you can always backtech for a Zis after getting a T-70. Otherwise if your fuel control is lacking and you aren't able to queue up your T-70 before the 10 minute mark just go for Tier 4 and get a T-34/76 or 85 or a KV-1. |
Thread: Ostheer MG/Early14 Feb 2019, 22:06 PM
I do think the MG42 is the best MG in the game overall but I think it needs to be strong otherwise Ostheer would be really weak early game. I think the MG is the only unit other than the Sniper that has good impact early game but if it were to be nerfed, Ostheer would need to receive buffs elsewhere in multiple places to compensate. In: COH2 Balance |
Thread: overwatch14 Feb 2019, 04:52 AM
If you are struggling to deal with the Sector Assault, I have seen Talisman use the M5 Quad Mount to shoot down the bombers and it vets up pretty quickly. Otherwise I think you need Shocks or Guards to be able to deal with the JLI. Penal's are going to always be good against OKW. M3 is optional if you can micro it properly. T70 if you can get it queued up before 10 minutes in a no-brainer in most cases unless he goes Puma. In: Strategy Desk |
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