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Profile of aerafield
General Information
Steam: 76561198062101687
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Game Name: [NS] aerafield
Steam: 76561198062101687
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Game Name: [NS] aerafield
Signature
Post History of aerafield
Thread: The foreign doctrine commanders !!!! for COH214 May 2017, 14:47 PM
In: COH2 Gameplay |
Thread: 識御者杯,Semi-final,Game 114 May 2017, 13:55 PM
What is this, a chinese tourney where only a bunch of nobodies signed in? PogChamp In: Replays |
Thread: The problem with FHQs/ forward retreat13 May 2017, 22:35 PM
I kind of like this idea, but the Halftracks seem an overnerf. Yet you still have entire armies retreating to a forward point on the map and returning in the blink of an eye whilst Soviets need a doctrine for this and Ostheer have literally no option here. I think I can't agree more with all you guys. Not FHQs, but FRPs are the real problem. And yeh half tracks would be too over-nerfed In: COH2 Balance |
Thread: The problem with FHQs/ forward retreat12 May 2017, 15:03 PM
I remember the 1st time I played vs OKW, I didn´t know shit about the game so I see that FRP truck and then go to decap the area where it was sitting thinking it would disable the reinforce function... How newbe I was... Nope, the "you cant reinforce if the territory is being de-capped" isnt enough for a nerf. The UKF FHQ already has that and still.. you can just build the FHQ near to the point and 100% make sure nobody will be able to de-cap. What you said about USF is "kinda" true, but most ppl put their ambulance behind a shot- or sightblocker anyway if they use it on the front. About 251 from Wehr: 90% of the ppl use this unit exclusively for the flamer upgrade In: COH2 Balance |
Thread: The problem with FHQs/ forward retreat12 May 2017, 11:51 AM
I think it would be enough just deleting the retreat point for all factions, and letting those units (ambulances, forward HQ, Medic truck) a soft retreat point in where you have to go manually. Here is the risk, if you push too much as OKW that you need to retreat (back to base) , your medic HQ would be exposed to the enemy as you have to come back from your base. Yeah I think this instead would be a good change too In: COH2 Balance |
Thread: The problem with FHQs/ forward retreat12 May 2017, 11:08 AM
Hello there, has been a few months alrdy since I posted in these forums, but I have some thoughts about FHQs since a long time alrdy which I did not really share so far, thus I would appreciate your feedback on it. But first of all I wanna explain why FHQs in the current state are a "problem" imo. They tremendously increase the advantage of OKW, UKF and USF in both pushing and defensive actions, compared to Wehrmacht and SU. While the pushing bonus imo is reasonable for these factions (since they are designed and commonly understood as "agressive" factions; additionally, the "forward retreat" upgrade is an extra mp investment and therefore doesn't need a nerf ), the advantage in puncto defending is over the top. Cos that often leads to situations like - being unable to kill a support gun crew parked next to a FHQ (e. g. with sniper) or - being unable to kill vetted OKW inf parking next to a FHQ with any of your own squads as another example since they are able to cheaply reinforce faster than you are able to kill them. The power of FHQs wouldn't be a thing if it would just be a late game thing, but all 3 mentioned factions are able to to get them so damn early already. This makes pushing especially in early to mid game often completely impossible if the enemy just digs in with sandbag spam etc. next to a FHQ, often leaving no other choice than indirect fire spam in order to destroy the FHQ asap... So I came up with an idea ( just a thought), be honest what you think about it: Every single infantry squad and support gun crew (from all 5 factions) is no longer able to reinforce through reinforce half-tracks, UKF FHQ, Soviet FHQ (from Soviet "Urban defense doctrine"), USF ambulance, OKW med truck and Wehrmacht reinforce bunker while in combat This does not apply to any main HQ base structures (such as barracks) since this would make certain "base-diving" strats too powerful Imo this would move FHQs in team games into a perfect spot without over-nerfing them, since they are a huge manpower investment. I don't think that I am a "pro" or anything, tell me if you think my idea is straight garbage In: COH2 Balance |
Thread: back and forth game9 May 2017, 23:03 PM
In: Replays |
Thread: Korean tournament final9 May 2017, 20:01 PM
In: Replays |
Thread: (◣╬◢) vs Rank 2 c.B. nice comeback6 May 2017, 10:53 AM
Have to agree with c.B. here. It is almost ridiculous how superior OKW became now (this faction was always very strong). Since GCS patch you have the best tanks now, you have vet 5 inf which is harder to stop than ever before, you have ISG and stuka which are imo both too accurate at vet 0. And additionally you also have access to a very powerfull strat that requires 0 skill to pull off: Just super-turtle on 1-2 VPs with front t4, med HQ + forward retreat, ISG spam and the other basic t0 unit spam + t2 in teamgames until you have KT, JT, Panther and all that stuff on the field = gg wp. Sometimes you don't even need to pick a doc as OKW. Just sit and wait until you saved enough fuel for KT, while your teammates build JP4/Panther and Stuka --> win In: Replays |
Thread: Amazing 1v1 game.4 May 2017, 18:40 PM
18 min replay vs rank 700 opponent In: Replays |
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Latest replays uploaded by aerafield
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VS╬OKH╬ KK'n'D ╬OKH╬ WalkAlong ╬OKH╬ Sanya V.LitvyakNigsTongueMyAnus4$ Monkey_on_the_car [NS] aerafieldOKH vs randoms :Dby: aerafield map: Unknown4-1,100
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VS[NS] aerafield [NS] Seoul PaPaSmurf Bear Grylls╬OKH╬ KK'n'D ╬OKH╬ Mari0o ╬OKH╬ WalkAlong ╬OKH╬ Sanya V.LitvyakVS. OKH Clanby: aerafield map: Lorch Assault1-1,097
53425534245342353041527585261752343517055152351283
Livestreams
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