Team Canada:
Troyd
76561197995692950
https://www.coh2.org/ladders/playercard/steamid/76561197995692950
Canada, Alberta
TarNation
76561198066585755
https://www.coh2.org/ladders/playercard/steamid/76561198066585755
Canada, BC
Profile of Troyd
General Information
Broadcast: https://www.twitch.tv/troyd_destin
Twitter: https://twitter.com/troyddestin
Youtube: https://www.youtube.com/c/Troyd
Steam: 76561197995692950
Nationality: Canada
Game Name: Troyd
Broadcast: https://www.twitch.tv/troyd_destin
Twitter: https://twitter.com/troyddestin
Youtube: https://www.youtube.com/c/Troyd
Steam: 76561197995692950
Nationality: Canada
Game Name: Troyd
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Playercard of Troyd | ||||||||||||||||||||
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Post History of Troyd
Thread: Ultimate Team Tournament Sign-Ups1 Mar 2018, 00:26 AM
In: Events Central |
Thread: OKW is weak after winter balance28 Feb 2018, 00:39 AM
Fuc game balance You won all of these games; and are still complaining? Further did any of the advice provided by people in this thread help? Game 1:
Game 2:
Game 3:
In: OKW Strategies |
Thread: G43 upgrade on grenadiers worth it at all?20 Feb 2018, 21:00 PM
I must be bad at this game or something, but... I really don't think grenadiers are underpowered. The december balance patch resolved the biggest grievance about them (the manpower drain issue) by lowering their pop cap. Ostheer is built around support weapons. Giving a faction built around support weapons really good infantry, is recipe for an overpowered faction and not good design. Within this scope, stock grenadiers are all about holding ground, and supporting team weapons. This is why Grenadiers are also crazy accurate, it is near suicide to cross open terrain against them 1v1. |
Thread: OKW is weak after winter balance15 Feb 2018, 22:29 PM
Hey there Howie, some things I noticed in your replay.
In: OKW Strategies |
Thread: Same skill, Allies players will win in 2v215 Feb 2018, 16:40 PM
This game balance is fucked. Hi Howie, this forum section is not the place to complain or bitch about game. This section is for getting help and asking advice about how best to deal with the current game state. Do you have a particular ask or not? In: OKW Strategies |
Thread: Reinforcing OKW14 Feb 2018, 23:06 PM
This is misleading. The only penalty is a reinforcement time increase when the forward retreat point is active. There is no manpower increase. Ideally, don't ever get the FRP upgrade and just soft retreat squads to maintain a forward presence. Or... at least toggle off FRP before reinforcing your squads. Place your med base a bit forward - not far enough forward to be an artillery magnet. But enough to minimize the replenishment time of your troops when soft retreating in order to improve your field presence. In: OKW Strategies |
Thread: Brit Cancer in 201813 Feb 2018, 02:19 AM
It has been a long time since i've seen this much brit cancer in 2v2. In: Replays |
Thread: Soviet Plague!6 Feb 2018, 04:14 AM
I could really use some help with the 1v1 scenario when I play OKW vs. Soviet. The problem is fairly simple: If the Soviet player spams Maxims and follow up with the T-70 I'm toast. I've tried all the solutions I can think of (which aren't many): Have you tried the flak track? It comes before the t70, and with a raketen backing it up (or well placed mine), it is impossible to dive by the T70. With proper sighting and targetting, the halftrack will win all engagements with infantry (even guards) allowing you some serious map control. It also has escape smoke and at vet 2 gets increased damage allowing it to almost actually kill a t70 solo. It also forces any reasonable soviet to invest into some sort of antitank much earlier then they would normally - meaning one less maxim to deal with. If they do build a ZIS, you can take comfort in the fact they are slow and take two hits to kill the HT. Meaning, you can just drive yorr flak track to the other side of the map and go knock down a maxim over there. Lastly, with maxim death loops, there's a high probability that you'll decrew one as well when it first hits the field (and you suprise them) and can steal it. As the HT will deal both suppression and reasonable AOE damage. Assuming you keep the damn thing alive, it will continue to win you infantry engagments and hedge against those pesky IL2s. For a more advanced suggestion play, try rushing pumas. They have a coaxial which deals decent damage and a turret which occasional kills models. Maxims can't do shit against pumas, so you can just drive up into their face and force them to retreat or die. Additionally, it hard counters the T70, and can even fight t34s with proper management. In: OKW Strategies |
Thread: Axis player using brit commandesr4 Feb 2018, 00:21 AM
Just digusting In: Replays |
Thread: Current gripes and complaints (1/31/2018)1 Feb 2018, 02:26 AM
I preface this with the realization you are posting your humble opinion and placed disclaimers on it. I also understand you're just venting; and yes this is one of the "places" to post such concerns for debate. However, I think your opinion is riddled with false hoods and logical progressions about the game that aren't helpful to people reading this forum.
Disagreed, by comparison CoH is about battlefield maneuvers, unit preservation and on the fly tactics. Having units you can consistently rely upon, does not change this formula - it only enhances it by opening up more tactical options available to you. The RNG component of this game is very alive and kicking. It is shown every engagement, every directional bullet calculation, every tank/arty shot that scatters, every plane that is randomly shot down etc etc Most things in this game are statistically reliable, with proabilities of shit going wrong and right to a degree.
The whole problem with these units before the patch was due to their unreliable damage profiles; you could not use them in a competitive setting. Specifically, you could not rely on them to exploit an opening in your opponents line that you created through some tactical brilliance. A unit that isn't statistically reliable to a degree, will never be built - thus the change was needed.
This is not how cover works. You and I are playing two different games my friend. For one: Cover significantly improves the received accuracy of your troops, meaning it reduces the accuracy of the troops firing at you. Green cover also reduces damage on top of that. Therefore, contrary to your assertion... increased accuracy on troops makes cover even MORE IMPORTANT. This is because being outside of cover puts you at a serious disadvantage in even contests. Leaving your cover to charge a bunch of ostruppen or conscripts in green cover over an open field, is a bad idea right now because they can hit you reliably as you cross over that terrain. Previous to the current patch, conscripts would not hit you reliably, therefore you could just ignore their positional advantage and charge them. I do not wish to return to a game where someone with superior position is at a tactical disadvantage (lower accuracy conscripts)
See above, your arguments don't make tactical sense. Being in cover increases the durability of units and reduces the hit chance and damage received. Being outside of cover, regardless of accuracy is a disadvantage. The above is why flanking is so important... because it negates cover!
What game are you playing? This is simply not true. Their profiles are mostly unchanged. https://clips.twitch.tv/WimpyLivelyBeefPeoplesChamp Check out this clip, Wehrmacht mortars in the current patch just annihilate everything. It's borderline broken if your opponent doesn't move their troops. Tell me that I deserve such a powerful 240mp artillery unit, I don't. USF - their stock mortar is also very powerful, but shorter rangesd and a slower ROF then the wehrmacht one (also essential in any top level build). The 120 for soviets is just as brutal, if not worse for its extended range.
Blobbing and spamming are inherently weak strategems. Blobbing is susceptible to suppression, this is because the received supression modifier is increased in proportion to the number of nearby units. Ie. A blob of 4 squads will be insta suppressed by an RE with a bar using volley fire if its big enough, more commonly a single burst of an MG will suppress any group of squads moving together Spamming of a particular units is also just as weak, since the shortcomings of a particular unit type now become the property of your entire army. Your opponent only needs to build one or two of the counters in order to deal with your entire army effectively. Ie. Build 8 cons? 2 OKW halftracks effectively end for 20% of the cost of your 8 cons. Using either spamming or blobbing of the above methods of thinking, will only return short term results and more importantly severely limit the strategic options available to you. thus, putting a ceiling the skill level you can actually acheive in this game. in COH1, in COH1, in COH1, in COH1 There is a reason this is called CoH2, and not CoH1. The game design is intentionally different. I advocate you play CoH1? Lastly: the game you seem to want to play is men of war (any version) where things are far more "realistic", and no care for balance thrown into the mix of the game. In: COH2 Gameplay |
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Latest replays uploaded by Troyd
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Kharkov, Troyd (OST) & Solan (OST) vs Cesear (USF)& Eber(SU)by: Troyd map: Road to Kharkov1-1,077
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Livestreams
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