https://www.coh2.org/replay/65046/dbp-1-1-lightning-war-vs-mechanized-suport-tactics
I got outplayed by Von in this game pretty early but i think flare mines should be looked, i think they are too cheap and spammable, can make some serious damage, maybe making only a ability for combat engineers and not cons? and i think demos need a rework too, the wipe potential of them with only 1 click is too strong in my opinion, Von said that maybe could be added a limit to only 1 planted at the time or increasing its price to 120, i think it should have a limit of wipes like mines, like leaving only 1 model alive so it doesnt wipe the entire squad but there is still a risk to get wiped. Cons feel really good now vs ostheer, it is really easy to clear buildings with the molotov, now that it comes with the at nade its really good. Now guards can be called again in the field so its also a good thing for combining with t2. Also it felt really difficult to take cons/guards out of their sandbags but i have to keep testing that, because i could have gone a mortar o flamers.
https://www.coh2.org/replay/65047/dbp-1-1-blitzkrieg-vs-lend-lease
This game was better in my opinion, aparently grens with lmg are better vs cons behind the sandbags, had to go double hmg because of Von superior micro, Stugs perform really well, the medium tank fight seemed good, as Von said the same hotkey is for the t34 and the m4c sherman in the t4 structure for soviets, dshk seem to be good too, not overnerf or overpowered, maybe tweak a little its damage, gotta keep testing vs okw now and test stug, i think it wipes infantry models too often with its main cannon, and ju87 i think it still performs too well but gotta keep testing.
https://www.coh2.org/replay/65048/dbp-1-1-guard-motor-coordination-tactics-vs-luftwaffe-supply
Now i think the combo mortar+smoke+molotovs is really good to clear garrisons, now cons feel really good supported by t2, maxims seem ok, i had fuel control very early because redwings tried to go straigth t4 but it didnt work really well because he didnt go light vehicle and it was really easy to dominate with my t70 without 222 or pak, by the time he got his panther i had 2 t34/85s by the time, maybe should look the armor nerf for panther because you have to think that allied tanks are cheaper and there will be more numbers but gotta keep testing, and ostheer panther mgs feel kinda worse compared to okw ones, i think ostheer mgs should be buffed a little bit and okw panther mgs should be nerfed a little bit. Oh and demos still wiping full health squads . Also this was vs ostheer, maybe vs okw cons maybe will be less efective, maybe consider giving them a single dp28? Also the ostheer commander could be also reworked?
https://www.coh2.org/replay/65049/dbp-1-1-mechanized-company-vs-lightning-war
This game felt really weird, it seems that the hp buff for jackson was too much, it feels more like a medium tank without the anti infantry capabilities, the t4 rush felt really good but i felt kinda limited in one point, the repair speed of vet 0 pios is really slow, it was attacking with my tanks, receive a couple of shots with the jacksons, go back, repair for 5 min and repeat, i think vet 0 repair speed should be increased and maybe vet 2 bonus nerfed because it felt kinda bad having to make 4 pios to have a decent repair speed of tanks and i felt kinda limited also with pop cap, i had fuel to make more tanks but i was limited to 1 panther, 1 tiger and 1 brummbar and i feel that was insuficient to deal with the redwings tanks but i had ju87, that it seems like they overperform a little, so i was able to defend/attack properly but i have to test with doctrines that dont have ju87. Redwings told me that it feels kinda annoying having to use REs and rifles together but he thinks that forcing usf to use combined arms is kinda a cool idea, but this was vs ostheer i dont know how usf performs vs okw luchs rush, gotta test it, also he told me that if you dont go grenades it will be a mandatory to go mortar. Also i think there is a bug with pak twp because it takes too long to shot and algo pgren bundle nade seemed kinda buggy because of the same reason, other than that i think the idea behind teching its cool but i have to keep testing. Also it seems that the m7 mine isnt enough, i dont know how it works vs light vehicles but i activated a mine with my brummbar and it only slowed the motor and i think that should be punished, i think it should be given a normal mine. Gotta keep testing smoke with REs. Maybe also tweak down a little the stats of the mortar and give it more range?
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